Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 16, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » GDC China
Surviving a viral outbreak, DayZ style 6
by Brandon Sheffield [09.15.13]
The giant success of DayZ, with its two million players, was completely unexpected. Dean Hall discusses the ways in which he was not prepared for the massive viral success of his Arma 2 mod.
Console/PC, Production, GDC China

Getting to market fast, the lean development way 3
by Brandon Sheffield [09.15.13]
Lean development concepts have been moving through startups in Silicon Valley for some time, but haven't made much headway in game development. Katherine de Leon of GSN outlines why that should change.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

Playing your employees: a game design problem 2
by Brandon Sheffield [09.15.13]
Crytek executive producer Joshua Howard thinks that, for those having trouble with team management, there's a direct analog between game design and different management styles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC China

Cultivate a garden: The dangers of individual ownership Exclusive 1
by Brandon Sheffield [09.14.13]
Nathan Martz, former tech director of Double Fine, outlines how shared ownership can help to minimize risk and conflict between team members during the development of a game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Exclusive, GDC China

GDC China adds PvZ2, Kabam talks; releases session schedule  
by Staff [09.06.13]
Newly-announced talks for the upcoming GDC China include Kabam devs speaking about making games for Western audiences with Chinese teams, and PopCap China executive game designer Duncan on why Plants vs. Zombies 2 was launched in China.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, GDC China

GDC China adds GSN Digital, Double Fine, Gameloft production talks  
by Staff [08.30.13]
The latest Production Track talks for September's GDC China event will include Gameloft on extending the life cycle of Order & Chaos and Double Fine on optimization techniques.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

GDC China 2013 adds DayZ, Ubisoft, Crytek production talks  
by Staff [08.27.13]
The newest Production Track talks for September's GDC China event in Shanghai will explore Crytek's game design-minded management tips, DayZ's rise, and Ubisoft's Splinter Cell Blacklist art.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

IGF China finalists, Indie Summit talks announced for GDC China 2013  
by Staff [08.16.13]
GDC China organizers have announced finalists for the 5th annual IGF China and highlighted talks for its Independent Games Summit, including IGF nominees Thirty Flights of Loving and Retro/Grade.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC China

GDC China adds CCP, Klei, Blizzard talks; early reg ends August 9  
by Staff [08.07.13]
Organizers highlight talks from Klei on Mark of the Ninja's stealth design, CCP on EVE Online's network interface, and Blizzard StarCraft II: HotS cinematic production.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC China

Papo & Yo, Unity, analytics talks added to GDC China 2013  
by Staff [07.26.13]
First lecture selections of the September event in Shanghai will include multiplatform dev tips with Unity, predictive analytics for online players, and the emotional journey in Papo & Yo.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC China

Quantum Conundrum, and selling cartoony to the 'core' 3
by Simon Carless [11.22.12]
Depictions of violence in "hardcore" games has become so prevalent, that it seems some sections of the video game audience perceive anything non-violent as too kiddie to buy.
Indie, Design, GDC China

The 9 common mistakes every indie game studio should avoid 24
by Simon Carless [11.21.12]
AaaAAAAAaaaaA: A Reckless Disregard For Gravity designer Ichiro Lambe has learned a lot of hard lessons in his over twelve years as an indie developer. Here, he whittles it down to the nine most important.
Indie, Design, GDC China

Johann Sebastian Joust turns motion control into slapstick comedy 6
by Simon Carless [11.21.12]
The fun part of making motion-controlled video games isn't making your players feel like virtual heroes -- it's about getting other people to laugh at the players' expense.
Indie, Design, Video, GDC China

GDC China: Why HTML5's negative publicity might be unfounded 4
by Simon Carless [11.20.12]
Despite its bad publicity, HTML5 is still a viable platform for games and, in fact, most of the top-grossing mobile games of late could have been made using it, says NonStop Game's Henric Suuronen.
Console/PC, Business/Marketing, GDC China

10 years of design lessons from Portal's Kim Swift 16
by Brandon Sheffield [11.20.12]
Kim Swift has had an interesting career over the last 10 years, from student game developer, to Portal lead, to creative director at Airtight Games. Here, she shares the design lessons she's learned along the way.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

How competition deadlines whipped FTL into shape Exclusive 1
by Brandon Sheffield [11.19.12]
Matthew Davis, programmer of Faster Than Light, outlines how IGF China and subsequent indie game competitions helped the game come to completion, get publicity, and become more polished.
Console/PC, Indie, Production, Business/Marketing, Exclusive, GDC China

GDC China: Ubisoft Shanghai's best practices for mobile game development: 'do it now'  
by Brandon Sheffield [11.18.12]
Ubisoft Shanghai producer Xu Wang shares his best practices for mobile game development, with lessons learned from working on the popular title Michael Jackson: The Experience for iOS.
Social/Online, Design, Production, GDC China

IGF China 2012 winners led by CubeTractor, Fish  
by Staff [11.18.12]
IGF China awarded the best independent games in Asia and Australasia at a ceremony in Shanghai during GDC China, led by Best Game winner, retro-inspired puzzler Cubetractor, and abstract action Best Student Game winner Fish.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC China

GDC China: Kabam's focus for mobile success  
by Simon Carless [11.18.12]
At GDC China, Kabam's Michael Li discussed the company's attempt to bootstrap its Chinese office, as "rallying the entire office" around one platform hit success with Kingdoms Of Camelot: Battle For The North for iOS.
Smartphone/Tablet, Production, GDC China

User interface 'shouldn't just be icing on the cake' says Double Fine's Kowalski 14
by Brandon Sheffield [11.18.12]
Should a game's user interface just get out of the way and let the player get to the game, or should it say something unique about the game's world? Double Fine's Joe Kowalski weighs in on the subject.
Console/PC, Art, Production, GDC China