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October 1, 2020
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Gamasutra - Gamasutra's GDC 2016 Live Event Coverage
How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games likeEuropa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notableslast month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

'How do you become a game designer?': GDC podcast in review  
by Kris Graft [03.29.16]
As a professional game designer and a professor at Glasgow Caledonian University, Mary Flanagan has had to answer tough questions over the years, not the least of which: "How do you become a game designer?"
GDC

From interactive fiction to quitting PlayStation: GDC podcast in review  
by Kris Graft [03.28.16]
During GDC 2016 earlier this month, Gamasutra and video game radio show One Life Left teamed up for the official GDC podcast. We had dozens of guests, some of whom well be highlighting all week.
Indie, Design, Business/Marketing, GDC

Smart calls, timing, luck, & poverty: How Rocket League succeeded 5
by Chris Baker [03.25.16]
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
Console/PC, Indie, Design, Production, Business/Marketing, Video, GDC

King's Defold game engine is now available for free  
by Chris Kerr [03.23.16]
Candy Crush Saga creator King has made its Defold game engine and editor available for free.
Console/PC, Smartphone/Tablet, Production, GDC

One Last Cup makes a game out of criminals' pre-heist conversation 1
by Katherine Cross [03.22.16]
The last thing you expect from a conversation between cyber-criminals before a deadly mission is a blush-inducing chat about synth pop, but One Last Cup manages to subvert expectations in more ways than one.
Indie, Art, Design, GDC

Blog: A 'n00b's' guide to GDC, after the actual event 9
by Gamasutra Community [03.22.16]
"You can go to GDC for three things: to learn, to network or to exhibit. You can only pick one -- the lesson this n00b learned the hard way!"
GDC

What Asobo Studio has learned from designing games for HoloLens 8
by Chris Baker [03.22.16]
Asobo Studio is working with Microsoft on two flagship augmented reality games for the Hololens: the mystery Fragment and the the platformer Young Conker.
Console/PC, Design, Production, Video, GDC

In the wake of record-breaking attendance, GDC reveals 2017 dates 2
by Staff [03.21.16]
The 30th edition of GDC has come to a close, and in its wake organizers confirm it hosted over 27,000 attendees (a new record!) and will return (with VRDC!) in 2017 from February 27th to March 3rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

One Life Left vs Gamasutra at GDC 2016: 'The Voice' for game pitches 1
by Staff [03.21.16]
We've spoken to dozens of guests, experienced more virtual realities than we ever dreamed possible AND learned how to pronounce "HTC Vive." Paradox CEO Fredrik Wester also played "The Voice" for game pitches.
Podcast, GDC

Don Daglow's 8 keys to a long career in the game industry 6
by Chris Baker [03.21.16]
Don Daglow's illustrious career in games has lasted 45 years. At GDC, he laid out 8 tips to help other developers have similarly lengthy careers.
Console/PC, Art, Design, Production, Business/Marketing, GDC

GDC Highlights: Diablo, experimental gameplay, odd jobs and more!  
by Bryant Francis [03.18.16]
And that's a wrap on GDC! We've got one last rundown on some of the big social topics during the show.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Stories! Awards! Pink Pants!  
by Staff [03.18.16]
Stories! Awards! Pink Pants! Join One Life Left, Gamasutra and 12 more super special guests as we guide you through the ins-and-outs of GDC 2016.
Podcast, GDC

20 years later, David Brevik shares the story of making Diablo 15
by Alex Wawro [03.18.16]
Speaking at GDC in San Francisco this week, Blizzard North cofounder and Diablo creator David Brevik spoke to what went right -- and wrong -- in the making of the influential action RPG.
Console/PC, Art, Design, Production, GDC

Cliff Bleszinski's LawBreakers ditches distracting free-to-play model 2
by Chris Kerr [03.18.16]
"I think it took away from development. We ended up being focused on how to get money, as opposed to how to make a good game."
Console/PC, Business/Marketing, GDC

Platinum Games' guide to action game design 3
by Christian Nutt [03.18.16]
Atsushi Inaba, co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation) shares his insight on how to make world-class action games.
Console/PC, Design, GDC

Analyzing why people play games, and how it changes over time 1
by Alex Wawro [03.18.16]
The goal of this talk is to help you developaccurate empathy, said Ubisoft's Jason VandenBerghe. To understand whats going on in your players minds so you can make accurate design decisions.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

'Everybody loves to play': GDC microtalks 2016 3
by Simon Parkin [03.18.16]
"Everybody loves to play" was the theme of this year's GDC Microtalks, which featured top-tier speakers who had a lot to say in a little amount of time.
VR, Console/PC, Indie, Programming, Art, Design, Production, GDC

GDC Highlights: Design Lessons, VR Tips, and an Iwata Tribute  
by Bryant Francis [03.17.16]
We bring you the highlights from Day 4 of GDC, from VR tips to lessons about action games!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Meg Jayanth: 10 ways to make your game more diverse 25
by Katherine Cross [03.17.16]
Writer Meg Jayanths GDC talk 10 Ways to Make Your Game More Diverse, brought her experience on Inkles award winning mobile story game 80 Days to bear on this sensitive topic.
Indie, Design, GDC

One Life Left vs. Gamasutra at GDC 2016: Imposter syndrome, VR, and more!  
by Staff [03.17.16]
It's day three at GDC, and now the expo's properly underway it's time to find out if this VR stuff is any good. Luckily we've got a small army of super-special podcast guests to help us work that out.
VR, Podcast, GDC

Oral history of Rez recounts a marriage of game and music  
by Simon Parkin [03.17.16]
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
VR, Console/PC, Art, Audio, Design, Production, GDC

Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

In VR, even something as simple as a crosshair is 'not easy to do' 3
by Alex Wawro [03.17.16]
The crosshair in High Voltage's VR FPS Damaged Coreis 'one of our crowning achievements,' says producer Doug Seebach, and it's a good example of how hard it is to adapt traditional game design to VR.
VR, Design, GDC

Valve's 'The Lab' a charming crash course for new VR players  
by Kris Graft [03.17.16]
Gamasutra had a chance to check out Valve Software's HTC Vive demo collection, "The Lab," which will be a good way for new Vive owners to show off their new toys.
VR, Design, GDC

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Sus adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

In open world game design, curiosity is key, says Bethesda's Todd Howard  
by Kris Graft [03.17.16]
"Build a world that piques the player's curiosity. [A world] that rewards curiosity and exploration in any way it can," says Todd Howard, director at Bethesda Game Studios.
Design, GDC

The risk of games that seek to create empathy 7
by Simon Parkin [03.17.16]
While the power of game mechanics imbues the video game medium with tremendous story-telling power, it can result in a clash between a creator's intended message, and the one that is being communicated by the design.
Serious, Design, GDC

Emulation and the challenge of selling old games 4
by Simon Parkin [03.17.16]
"Emulation is the cheapest, safest and best way to republish old video games on today's hardware." This was the message from Frank Cifaldi, a self-described video game archivist and designer at Digital Eclipse.
Console/PC, Production, GDC

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

One Life Left vs. Gamasutra at GDC 2016: Featuring 12 very smart people  
by Staff [03.16.16]
Show two from GDC, and the first from the convention floor! Join us and 12 super special guests as we talk about everything important about video games.
Podcast, GDC

Watch the 2016 IGF and Game Developers Choice Awards right here!  
by Staff [03.16.16]
We've taken the liberty of embedding the stream of tonight's Game Developers Choice and IGF awards, so if you can't make it in person, tune in and celebrate the work of your fellow game creators.
Console/PC, Indie, Business/Marketing, Video, GDC

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Failbetter's Kennedy: Good game story is like a well-mixed cocktail  
by Chris Baker [03.16.16]
A good game story is like a well-mixed cocktail, says the creative director of Failbetter Games. They both requiretheme, vivid flavor, known ingredients, and an emphasis on quality over quantity.
Design, Video, GDC

Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made 3
by Alex Wawro [03.16.16]
Im Steve Golson, and youre all here to hear about Ms. Pac-Man, he said, by way of opening a postmortem of his work on the arcade classic at GDC. Here are some choice highlights of the crazy tale.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Richard Rouse III's 6 techniques to make game narratives more dynamic 2
by Chris Baker [03.16.16]
At GDC, game designer Richard Rouse III outlinedsix different techniques for adding dynamism to game stories, and cited several games that exemplify each of these techniques.
Console/PC, Indie, Design, GDC

Here's what Sony wants devs to know about making PlayStation VR games 6
by Alex Wawro [03.16.16]
Today at GDC Sony sponsored a talk on developing for PSVR, debuting an informal "VR consultation service" for devs and pitching them on PSVR's capacity to allow for local multiplayer VR games.
VR, Programming, Design, Production, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

One Life Left vs. Gamasutra at GDC 2016: HTC 'Vive' or HTC 'Veev'?  
by Staff [03.16.16]
We thought we'd take it easy with our first show by having a relaxed recording in a hotel room, but what we ended up with was a bumper show packed full of more people than we've ever had on before!
Podcast, GDC

Oculus confirms launch line up, reveals 'comfort' rating system 1
by Chris Kerr [03.16.16]
Oculus has revealed which games will be available when its $599 Rift headset launches on March 28.
VR, Business/Marketing, Video, GDC

'Powerful stories require ambiguity': A story about Her Story 1
by Simon Parkin [03.16.16]
"I wanted to make a point that not only could we have a game that involved subtext, but one that revolved around subtext."
Design, GDC

Now's the time to get into VR - but be realistic about its returns, says Palmer Luckey 8
by Kris Graft [03.16.16]
At a press event a day before the start of Game Developers Conference, we sat down with Oculus' Palmer Luckey to chat about the launch and what game developers ought to keep in mind if theyre pondering the jump into VR.
VR, Business/Marketing, GDC

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC

Jim Brown's level design workshop: The illusion of choice 2
by Katherine Cross [03.15.16]
Jim Brown of Epic Games advises providing players with an illusion of choice. Bringing a behavioral science perspective, he argued for making choice illusory while preserving player autonomy.
Console/PC, Design, GDC

Rez's Mizuguchi: Create virtual unreality  
by Christian Nutt [03.15.16]
"It's really about how much of the unreal reality you can bring into the virtual reality world." - Rez Infinite creator Tetsuya Mizuguchi on the promise of VR
VR, Design, GDC

Crytek is making the next version of CryEngine pay-what-you-want 1
by Kris Graft [03.15.16]
"If you can't afford to give us anything, that's okay," said CryEngine exec Frank Vitz during a GDC event today where Crytek announced CryEngine is going to a pay-what-you-want business model.
VR, Console/PC, Indie, Production, Business/Marketing, GDC

Devolver Digital's Lowrie: devs don't need a f@#$ing publisher 1
by Chris Baker [03.15.16]
In a Monday panel at GDC, Nigel Lowrie of Devolver Digital laid out the many questions that indie developers should be asking potential publishers and partners before they agree to work with them.
Indie, Business/Marketing, GDC

Devs share real talk about surviving the latest 'indiepocalypse' 8
by Alex Wawro [03.15.16]
Indie devs from across the industry took the stage at GDCs Independent Games Summit today to give their own answers to a simple question: what do we mean when we talk about the 'indiepocalypse'?
Indie, Design, Production, Business/Marketing, GDC, SOPA