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May 23, 2019
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Gamasutra - Gamasutra's GDC 2015 Live Event Coverage

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC, GDC Europe

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

One Life Left vs. Gamasutra GDC Podcast #3: Talkin' Butt Sniffin' Pugs and more  
by Staff [03.25.15]
Revisit GDC 2015 with our guests including Mike Bithell (Volume) Cliff Harris (Positech), Christy Marx (Zynga), Drew Murray (Insomniac) and a chat about Butt Sniffin' Pugs.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Podcast, GDC

One Life Left vs. Gamasutra GDC Podcast #2: Pork platters and 80 Days  
by Staff [03.12.15]
Guests from Inkle, Unity, Failbetter, and Other Ocean joined Gamasutra and UK radio pros One Life Left for the official GDC 2015 podcast. Topics include: Pork, golf, text game renaissances, and more.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Podcast, GDC

GDC In Pictures: Highlights from GDC 2015 1
by Alex Wawro [03.10.15]
To give you a taste of what it was like to be at GDC 2015, we've taken the liberty of compiling a few highlights from the Official GDC Photostream.
Console/PC, Indie, Business/Marketing, GDC

GDC reports record-breaking attendance and announces 2016 dates  
by Staff [03.09.15]
Game Developers Conference has set a record for event attendance, with more than 26,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Yoichi Wada lays out Shinra's cloud gaming goals Exclusive 2
by Alex Wawro [03.06.15]
Gamasutra talks to Shinra Technologies president Yoichi Wada about what developers need to know about making games for the platform, where it's going, and why he was wrong about the death of consoles.
Social/Online, Business/Marketing, Exclusive, GDC

'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Women share their #1ReasonToBe in games, in a powerful GDC panel 2
by Simon Parkin [03.06.15]
Eight women received standing ovations after describing their experiences working in the video game industry at the #1ReasonToBe panel at GDC in San Fransisco last night.
Serious, Production, GDC

Warren Robinett reflects on his 'signature' game: Adventure Exclusive 7
by Alex Wawro [03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015.
Console/PC, Design, Exclusive, GDC

Saving video game history begins right now 7
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Jason Scott, archivist at the Internet Archive, urged developers to start preserving their history immediately.
Console/PC, Social/Online, Smartphone/Tablet, Indie, History, GDC

How games can shape American culture - and vice versa Exclusive  
by Alex Wawro [03.05.15]
Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
Indie, Design, Exclusive, GDC

'We should have been more audacious' - A Civilization: Beyond Earth retrospective 7
by Simon Parkin [03.05.15]
Firaxis was too concerned about alienating players of previous Civilization games when creating the most recent title in the series, Beyond Earth, the game's lead designers said at GDC 2015 today.
Console/PC, Design, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

CryEngine sticking to $9.90 subscription, working hard to improve 5
by Christian Nutt [03.05.15]
Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
Console/PC, Programming, Business/Marketing, GDC

The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Console/PC, Business/Marketing, Exclusive, GDC

Being smart, being stupid with Hitman Go's design  
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go.
Smartphone/Tablet, Design, GDC

Balance balls make better games? Tips from Swery65 2
by Leigh Alexander [03.04.15]
The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team.
Console/PC, Programming, Design, Production, GDC

Weta Digital, Epic Games, and the future of film, games, and VR 1
by Christian Nutt [03.04.15]
Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
Console/PC, Indie, Business/Marketing, VR, GDC

Carmack's perspective on the future of mobile VR game development Exclusive 5
by Alex Wawro [03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, VR, GDC

How Creative Assembly Brought Fear To Alien: Isolation Exclusive 3
by Simon Parkin [03.04.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices.
Console/PC, Design, Exclusive, GDC

Xbox's vision for a cross-platform future 2
by Simon Parkin [03.04.15]
Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices.
Console/PC, Smartphone/Tablet, Programming, Design, Production, GDC

Epic's Sweeney: Unreal Engine is at the epicenter of a graphics-intense future 10
by Christian Nutt [03.04.15]
At GDC this morning, Epic Games founder Tim Sweeney gave a talk that essentially had one main point: As realtime, photorealistic graphics rise in importance, Unreal Engine will be at the forefront of that movement.
Console/PC, Programming, GDC

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks 6
by Christian Nutt [03.04.15]
Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing, GDC

Outer Wilds wins top honors at the 17th annual IGF Awards  
by Staff [03.04.15]
The celestial exploration game netted Team Outer Wilds the Seumas McNally Grand Prize for Best Independent Game (and it's accompanying $30,000 cash award) at tonight's 17th annual IGF Awards.
Indie, Design, Business/Marketing, GDC

Shadow of Mordor takes top prize at Game Developers Choice Awards 1
by Staff [03.04.15]
Monolith Productions' open-world action game netted the Game of the Year award this evening at the 15th annual GDC Awards, which also honored titles like Monument Valley and people like Brenda Romero.
Console/PC, Indie, Design, GDC

Sony's Project Morpheus release window announced  
by Kris Graft [03.03.15]
During Game Developers Conference week, Sony announced a commercial release date for its virtual reality headset, codenamed Project Morpheus.
Business/Marketing, GDC

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 4
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC

The rise of games you (mostly) don't play 23
by Simon Parkin [03.03.15]
"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains.
Social/Online, Smartphone/Tablet, Indie, Design, GDC

Space Oddity: Deconstructing the curious design of Gravity Ghost Exclusive  
by Alex Wawro [03.03.15]
Ivy Games' lush 2D space physics puzzler Gravity Ghost wears its nonviolent nature on its sleeve, but creator Erin Robinson says it has its roots in one of the earliest shooters ever made: Asteroids.
Indie, Design, Exclusive, GDC

Narrative tips for mobile games Exclusive  
by Leigh Alexander [03.03.15]
Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
Console/PC, Social/Online, Indie, Design, Production, Exclusive, GDC

Unity focuses on small teams doing big things at its GDC event 1
by Christian Nutt [03.03.15]
Unity's GDC press conference was geared toward not just showcasing Unity 5, but marrying the company's longtime message of democratized development with a focus on how damn good Unity games can look.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC

How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Console/PC, Design, Production, Exclusive, GDC

What to do before you start building a free-to-play game Exclusive 3
by Alex Wawro [03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, GDC

500 games launched per day on iOS last year (and other digital sales facts) 9
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Smartphone/Tablet, Indie, Design, GDC

Online community and culture wars: What do we know? Exclusive 4
by Leigh Alexander [03.02.15]
What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
Console/PC, Social/Online, Serious, Programming, Design, Business/Marketing, Exclusive, GDC

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Console/PC, Indie, Programming, Design, Production, Exclusive, GDC

Unreal Engine 4 is now free-to-download for everyone 63
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing, GDC

Tim Schafer and Nathan Vella host next week's GDC and IGF awards  
by Staff [02.27.15]
Double Fine's Tim Schafer is set to host this year's 15th annual Game Developers Choice Awards at GDC 2015, while Capy's Nathan Vella returns to host the 17th annual Independent Games Festival awards.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Don't miss these standout talks during the eight GDC 2015 Summits  
by Staff [02.27.15]
As everyone prepares for the big show next week, GDC 2015 officials take a moment to highlight some of the most interesting can't-miss Summit sessions at this year's conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Production, Business/Marketing, GDC

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Catch Epic's Tim Sweeney and Xbox chief Phil Spencer at GDC  
by Staff [02.27.15]
Epic Games founder Tim Sweeney and Xbox frontman Phil Spencer are just two of the can't-miss speakers that will be delivering sponsored talks at GDC 2015 next week.
Console/PC, Business/Marketing, GDC

Make room in your GDC 2015 schedule for these standout talks  
by Staff [02.26.15]
As everyone finalizes their GDC 2015 conference schedules, we'd like to take a moment to highlight some standout sessions that you should keep on your radar.
Console/PC, Art, Design, Production, GDC

These are your GDC 2015 Game Narrative poster session winners  
by Staff [02.25.15]
Organizers of GDC and the Game Narrative Summit are happy to announce the 2015 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Learn how roguelike design can level up your game at GDC 2015 1
by Staff [02.25.15]
At GDC 2015 next week, Riot Games VP of Game Design Tom Caldwell will break down what the League of Legends company has learned about roguelike appeal in its game design R&D work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC