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December 4, 2020
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Updates » GDC
IGF 2021 Update: Submissions will open next week  
by Staff [11.30.20]
Submissions for the 23rd annual Independent Games Festival will begin on December 7th.
Console/PC, Design, GDC, IGF

Only six days left to register for GDC Masterclass!  
by Staff [11.24.20]
You only have six days left to sign up for the first-ever GDC Masterclass program. Register now before time runs out!
Console/PC, Design, Production, Business/Marketing, GDC

GDC Masterclass instructor Jason Della Rocca has some pitching advice for you  
by Staff [11.18.20]
Get some pitching advice in advance of Jason Della Rocca's GDC Masterclass.
Console/PC, Business/Marketing, GDC

Submissions are now open for GDC 2021 Core Concepts talks  
by Staff [11.17.20]
Talk submissions for GDC 2021 have begun! Submit your talk now to be considered for GDC's Core Concepts presentations.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Here's a short lesson from Susan O'Connor's GDC Masterclass  
by Staff [11.11.20]
Game writer and UT Austin instructor Susan O'Connor offers a quick lesson in good narrative design from her upcoming GDC Masterclass.
Console/PC, Design, GDC

Excel at the art of the pitch in Jason Della Rocca's GDC Masterclass  
by Staff [10.28.20]
Entrepreneur and investor Jason Della Rocca is teaching the art of the pitch in his GDC Masterclass. Register now!
Console/PC, Business/Marketing, GDC

Register now for the first-ever GDC Masterclass program  
by Staff [10.14.20]
Explore new opportunities to sharpen your skills with GDC's new Masterclass program.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Video: Game art remastered - From Crash, to Kerrigan, to Corley Motors  
by Staff [10.09.20]
In this 2018 GDC panel, Yujin Kiem, Cory Turner & Brian Sousa share their insights, experiences, and eventual success of remastering Crash Bandicoot, StarCraft, and Full Throttle.
Art, Video, Vault, GDC

Data-driven indie secrets with No More Robots' Mike Rose - GDC Podcast ep 13  
by Kris Graft [09.24.20]
Mike Rose, founder of Descenders and Hypnospace Outlaw publisher No More Robots talks about his approach to data-driven indie marketing and publishing, and what he looks for when signing new games.
Console/PC, Indie, Business/Marketing, Podcast, GDC

Accessibility in games with AbleGamers' Greg Haynes - GDC Podcast ep. 12  
by Kris Graft [08.27.20]
For Greg Haynes, lead game user researcher at the AbleGamers charity, video games provide experiences that should be available to all people—and that means making them more accessible to people with a wide range of abilities.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Podcast, GDC

GDC reveals upcoming virtual program, 2021 event lineup 1
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How to usher more women into leadership roles within the game industry  
by Kris Graft [08.10.20]
At GDC Summer last week, Victoria Setian, sr. producer at Just Cause developer Avalanche Studios, described a three-pronged approach to cultivating female talent, particularly within triple-A studios.
Console/PC, Smartphone/Tablet, Business/Marketing, GDC

How to better design your game communities for kindness  
by Alex Wawro [08.07.20]
At GDC Summer this week Kitfox comms director Victoria Chan offered up five rules for being a better community manager and five steps you can take to build kinder, cozier communities.
Console/PC, Indie, Business/Marketing, GDC

Leveraging physical animation to sell Force powers in Jedi: Fallen Order  
by Chris Kerr [08.07.20]
Every Star Wars fan has dreamed of being a Jedi. But what is it about becoming a monk-like guardian of peace and justice that's so damn appealing? It's force powers. The answer is always force powers.
Console/PC, Programming, Production, GDC

Five tips for making better loot experiences in games 2
by Bryant Francis [08.06.20]
In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too.
Console/PC, Design, GDC

How Teamfight Tactics was designed to target former League of Legends players  
by Bryant Francis [08.06.20]
At GDC Summer, Teamfight Tactics design lead David Abecassis broke down how Teamfight Tactics was designed to appeal to League of Legends players who've drifted off from high-level play.
Console/PC, Design, GDC

Inside the twisting, turning development of Hardspace: Shipbreaker 1
by Alex Wawro [08.06.20]
At GDC Summer Blackbird Interactive’s Rory McGuire and Elliot Hudson reveal how the studio came up with a great original game idea and, through some hard pivots, turned it into Hardspace: Shipbreaker.
Indie, Production, GDC

Using emotion to drive social play in Sky: Children of the Light  
by Chris Kerr [08.06.20]
Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light
Console/PC, Smartphone/Tablet, Design, Production, GDC

Using procedural destruction to unleash chaos in Control  
by Chris Kerr [08.06.20]
Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.' 
Console/PC, Production, GDC

Why you should rethink how your company handles in-house harassment 1
by Bryant Francis [08.05.20]
At GDC Summer, Double Loop Games CEO Emily Greer challenged developers to rethink the fundamentals of why harassment happens in the workplace.
Console/PC, Business/Marketing, GDC