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March 23, 2019
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Updates » Video
Watch Parkitect's developers explain the design of their theme park sim  
by Bryant Francis [12.05.18]
Learn how the developers of Parkitect carved their niche in the theme park management sim space.
Console/PC, Design, Video

Video: How developers can collaborate and manage conflict  
by Staff [12.05.18]
In this GDC 2017 session, Happy Brain Science's Scott Crabtree discusses how to better manage cultures of conflict in a company in order to create more productive, less stressful work environments.
Console/PC, Production, Video

Chat with the developers of Parkitect starting at 3PM ET  
by Bryant Francis [12.05.18]
The developers of Parkitect are answering your questions starting at 3PM ET.
Console/PC, Design, Video

Video: The nature of order in game narrative  
by Staff [12.04.18]
In this GDC 2018 talk, Schell Games' Jesse Schell explores common elements in well-received game narratives in order to help developers create a story that will stick with players.
Console/PC, Design, Video

Video: Designing UX for board games  
by Staff [12.03.18]
In this GDC 2018 session, Foxtrot Games' Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.
Social/Online, Indie, Design, Video

Video: A classic postmortem of Another World 1
by Staff [11.30.18]
In this GDC 2011 talk, Ubisoft's Eric Chahi reveals his process developing the innovative game Another World
Console/PC, Design, Video

Video: Building an environment to tell a story in Dear Esther  
by Staff [11.29.18]
In this GDC 2013 talk, LittleLostPoly's Robert Briscoe discusses his philosophy to some of the important processes involved in telling a rich story through the environment of Dear Esther.
Indie, Design, Video

Mutant Year Zero: Road to Eden's developers discuss duck mutant game balance  
by Bryant Francis [11.28.18]
Watch the lead developers of Mutant Year Zero: Road to Eden discuss the design and balance of their new game.
Console/PC, Design, Video

Video: Inside the AI design of Dishonored 2  
by Staff [11.28.18]
At the GDC 2017 AI Summit, Arkane's Laurent Couvidou and Xavier Sadoulet explain how the AI of Dishonored 2 was designed to pit players against challenging, crafty, and yet outwittable foes.
Console/PC, Design, Video, Vault

Chat with the developers of Mutant Year Zero: Road to Eden at 10AM ET  
by Staff [11.28.18]
The GDC Twitch channel will be streaming Mutant Year Zero: Road to Eden with the developers from The Bearded Ladies starting at 10AM PT.
Console/PC, Design, Video

Video: Playing with Pride -- When game culture & LGBTQ culture collide  
by Staff [11.27.18]
In this GDC 2018 talk, documentarian Matt Baume shares interviews with a wide array of LGBTQ devs and players to help you better understand the needs and challenges of players in the LGBTQ community.
Console/PC, Indie, Art, Design, Business/Marketing, Video, Vault

Video: How being a Dungeon Master inspired The Bard's Tale  
by Staff [11.26.18]
In this GDC 2018 postmortem, Michael Cranford shares the vision that led him to the conception of The Bard's Tale series.
Console/PC, Design, Video

For Lucas Pope, Return of the Obra Dinn was a bunch of appealing design problems 1
by Bryant Francis [11.26.18]
"If there's no problem, then I'm not that interested. But if there's a problem, if there's some restriction or some limitation, then I'm interested suddenly," says game dev Lucas Pope.
Console/PC, Programming, Design, Video

Video: Bringing hell to life -- AI and animation in DOOM  
by Staff [11.21.18]
In this GDC 2017 talk, id Software's Jake Campbell explains some of the techniques that were used to make the full-body AI animations of 2016's Doom in a modern game environment.
Console/PC, Programming, Art, Video

Video: Virtual Rick-ality Postmortem: VR lessons learned  
by Staff [11.20.18]
In this GDC 2018 talk, Owlchemy Labs' Alex Schwartz and Devin Reimer break down the successes, failures, and lessons learned during the development of Rick and Morty: Virtual Rick-ality.
VR, Design, Video

Developing the unique multi-genre murder-mystery The Hex  
by John Harris [11.20.18]
Here, Daniel Mullins tells us a bit about how he put The Hex together, from his creative process to the challenges of constructing a game that covers so much design ground.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Video: The audio processing of NieR: Automata  
by Staff [11.19.18]
In this GDC 2018 talk, PlatinumGames' Shuji Kohata explains the spatial audio techniques used in NieR: Automata's desolate landscapes and natural environments.
Console/PC, Audio, Video

Designing the procedurally-generated space sim Nimbatus  
by Joel Couture [11.19.18]
Gamasutra spoke with the Nimbatus devs to learn how they created parts that players could combine to make unique drones for specific tasks, and how they went about creating an inspiring universe.
Console/PC, Design, Video

Video: Contrast and context in BioWare story and cinematics
by Staff [11.16.18]
In this GDC 2012 talk, BioWare's Jonathan Perry examines how BioWare has used contrast and context in Mass Effect andDragon Age.
Video

Watch Francois Rizzo discuss the design of 11-11: Memories Retold  
by Bryant Francis [11.16.18]
Game designer Francois Rizzo breaks down the design decisions behind 11-11: Memories Retold.
Console/PC, Design, Video