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January 23, 2018
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Video: Shenmue director Yu Suzuki's classic GDC 2000 interview  
by Staff [01.08.18]
In this classic video, Shenmuedirector and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production, Video, Vault

Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps  
by Emma Kidwell [12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 fps.
Social/Online, Design, Production, Video, Vault

Video: A level designer's guide to the art of making great puzzles  
by Staff [12.19.17]
At GDC 2017 Ubisoft's Jolie Menzel shares some tips and techniques you can use create and refine puzzles that will elevate the player's experience in yourlevels.
Console/PC, Indie, Design, Video, Vault

Video: A practical game dev guide for doing ethical playtesting  
by Staff [12.18.17]
At GDC 2017 Concrdia University's Mia Consalvo delivers a fascinating talk about the need for (and demands of) ethical playtesting standards in game development.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowersin hisGDC 2017 Board Game Design Day talk aboutthe design and development ofhis co-op heist board game Burgle Bros.
Indie, Design, Video, Vault

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session CapyGames' technical director Kenneth Yeungdiscusses the game design difficultiesof time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

Video: Visual designer Peter Chan shares how artists can revitalize their creativity  
by Emma Kidwell [12.12.17]
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Serious, Art, Video, Vault

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

Video: Why real time-destruction is the core of Rainbow Six: Siege  
by Emma Kidwell [12.08.17]
In this 2016GDC sessionUbisoft's Julien L'Heureux discusses the process of developing and implementing the destruction engine Realblast into Rainbow Six: Siege.
Console/PC, Design, Video, Vault

Video: Ride along as HBO looks back at the development of a Westworld VR installation  
by Emma Kidwell [12.07.17]
HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room scale VR installation.
Console/PC, Design, Video, Vault

Video: Skullgirls animator Mariel Cartwright presents a live animation demo  
by Emma Kidwell [12.06.17]
Lead Animator at Lab Zero Mariel Cartwright presents a live 2D animation demo at GDC 2015 demonstrating how the fighting game Skullgirls was animated.
Indie, Art, Video, Vault

Video: Reliving the horror: Taking Resident Evil 7 forward by looking back  
by Emma Kidwell [12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of Resident Evil 7: Biohazard.
Console/PC, Design, Production, Video, Vault

Video: A year's worth of lessons learned from growing a F2P mobile game  
by Staff [12.01.17]
N3twork's Ethan Levy speaks at GDC 2017 about the studio's success with its F2P mobile game Legendary: Game of Heroes, sharing the top 5 lessons its learned during 12+ months of steady growth.
Social/Online, Business/Marketing, Video, Vault

Video: Fostering consequential play by setting up setbacks in your game  
by Staff [11.30.17]
At GDC 2014 Ubisoft's Patrick Redding arguesthat for a game to be meaningful, players should suffer occasional setbacks that they can recover from -- and offers advice on setting up good setbacks.
Console/PC, Indie, Design, Video, Vault

Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: BlacklistdevKristjan Zadziukoffers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how theyovercame them.
Console/PC, Art, Design, Video, Vault

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandlreminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're notgoing to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: Scoring Hell - Creating the music of Diablo III: Reaper of Souls  
by Staff [11.21.17]
At GDC 2015, a panel of folks who worked onDiablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Console/PC, Audio, Video, Vault

Video: How BioWare connected players' stories via the Dragon Age Keep  
by Staff [11.20.17]
At GDC 2015 BioWare's Leah Shinkewski shows how the company aggregated players' data from multiple Dragon Agegames across multiple platforms and present it via the Dragon Age Keep.
Console/PC, Social/Online, Programming, Design, Video, Vault