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January 19, 2018
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Updates » GDC
Forging Zelda's future by revisiting its past 1
by Simon Parkin [03.01.17]
Members of the Legend of Zelda: Breath of the Wild dev team share how this newest game captures the feeling of freedom and exploration that inspired the very first game in the prolific series.
Console/PC, Design, GDC

Level design lessons learned building Deus Ex: Mankind Divided's Prague 2
by Alex Wawro [03.01.17]
Sylvain Douce has spent years working on Deus Ex games at Eidos Montreal, and at GDC today he shared some of what he'd learned as a senior level designer on last year's Deus Ex: Mankind Divided.
Console/PC, Design, GDC

One Life Left x GDC podcast: an edible game?  
by Bryant Francis [03.01.17]
We unlock the secrets of EDIBLE GAMES and other ludocentric wonders on the second day of OLLxGDC.
Console/PC, Design, Video, GDC

Xbox Live Creators Program to offer XBL integration and simplified publishing  
by Alissa McAloon [03.01.17]
Microsoft's new program seeks to make launching an Xbox One or Windows 10 game less taxing on game devs by simplifying both the publishing and certification process for both platforms.
Console/PC, GDC

A cautionary tale in community crisis management 1
by Katherine Cross [03.01.17]
"Empathize, acknowledge, and build a relationship," says Emma Siu, community engagement manager on the non-combat MMO Wander.
Console/PC, Indie, Business/Marketing, GDC

For Tim Sweeney, advancing Epic means racing into AR and VR 3
by Alex Wawro [03.01.17]
Epic Games chief Tim Sweeney sits down with Gamasutra in a wide-ranging conversation about everything from the Unreal Engine's future focus on AR and VR to his own passion for land conservation.
VR, Console/PC, Production, Business/Marketing, GDC

Watch the second day of OLLxGDC today at 4PM EST  
by Bryant Francis [03.01.17]
It's another bright day in San Francisco, which means it's time for us to hide in a dark hallway and kidnap random guests to be interviewed by the One Life Left and Gamasutra teams, live on Twitch!
Console/PC, Design, Video, GDC

The challenge of cohesive storytelling in Final Fantasy XV 3
by Simon Parkin [02.28.17]
For Dan Inoue, a lead writer and localization director at Square-Enix, transmedia storytelling on the blockbuster scale of Final Fantasy XV posed almost insurmountable set of challenges.
Console/PC, Design, Production, GDC

One Life Left x GDC podcast: carousels, cash and the coldest GDC ever  
by Bryant Francis [02.28.17]
The carnage has begun. We began our first day of live-streaming the OLLxGDC podcast live from the show floor in San Francisco.
Console/PC, Design, Video, GDC

Developing Crashlands while facing a terminal cancer diagnosis 2
by Simon Parkin [02.28.17]
“I wanted to do something that mattered -- not something just to make money. It forced the question: what would I do if I was gong to be dead in a year," shared Crashlands dev Samuel Coster.
Indie, Art, Production, GDC

Shatter stereotypes to write better, richer game characters 1
by Alex Wawro [02.28.17]
"The first thing you need to do is end 'white cisgender able-bodied men' as the default," said dev Shawn Alexander Allen today in his GDC talk on breaking stereotypes to write better game characters.
Console/PC, Indie, Design, GDC

Train Jam perfectly captures the magic of both traveling and game dev 1
by Katherine Cross [02.28.17]
Every year, a group of GDC attendees travel to the show via train, and hold a 60-hour game jam while they ride the rails. A reporter who was on the Amtrak California Zephyr describes what went down.
Indie, Programming, Design, GDC

Writing Mafia 3: 'We had a lot of very uncomfortable conversations' 1
by Alex Wawro [02.28.17]
Today at GDC, Hangar 13 narrative director William Harms took the stage to break down how the studio wrote a racially-charged game set in the American South in 1968 without totally blowing it.
Console/PC, Design, GDC

One Life Left x GDC podcast: Trains, boats, and video games  
by Staff [02.28.17]
We're easing ourselves into GDC week with a low-key hotel room recording, but there is nothing low-key about our brilliant guests.
Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

Microsoft unveils Netflix-style Xbox Game Pass service  
by Chris Kerr [02.28.17]
Microsoft has unveiled a new Xbox Game Pass initiative that will give subscribers unlimited access to over 100 Xbox One titles.
Console/PC, Business/Marketing, GDC

Pokemon Go has racked up 650 million downloads  
by Chris Kerr [02.28.17]
Pokemon Go developer Niantic says the augmented reality hit has been downloaded over 650 million times.
Smartphone/Tablet, Business/Marketing, GDC

Practical procedural generation (for everyone!) 1
by Katherine Cross [02.27.17]
Game dev and AI researcher Kate Compton breaks down the "IKEA catalog of design strategies" that typically dictate proc gen habits, and explores how to direct randomness to create strong game design.
Console/PC, Design, GDC

A dev's guide to ensuring studio conflict is healthy and productive  
by Alex Wawro [02.27.17]
At GDC today, Finji CEO and cofounder Rebekah Saltsman shared some advice on cultivating "good" conflict during game dev and avoiding toxic conflict, based on years of experience running Finji.
Indie, Production, GDC

The unique power of emergent storytelling  
by Simon Parkin [02.27.17]
"Emergent storytelling is one of the few ways in which video games can still truly surprise us," said Monomi Park co-founder Nick Popovich during a talk at the 2017 Game Developer's Conference.
Indie, Design, GDC

Lessons learned from over 15 years of of teaching a VR/AR design course  
by Chris Baker [02.27.17]
At VRDC 2017, Jesse Schell discussed VR/AR innovations and insights derived from decades of teaching a class on building virtual worlds at Carnegie Mellon, showing clips from dozens of student projects.
VR, Art, Design, Production, VRDC, GDC