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July 16, 2018
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Updates » Vault
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 notables last 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

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Video: How the Witcher devs turn ideas into actual game features  
by Staff [03.24.16]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design, Video, Vault

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault

Video: What Valve learned from porting Team Fortress 2 to VR 1
by Staff [03.08.16]
Before Valve got behind HTC's Vive virtual reality headset in a big way, it got TF2 up and running on an Oculus Rift devkit. At GDC, Valve's Joe Ludwig shares some lessons learned along the way.
VR, Console/PC, Design, Video, Vault

Video: Procedurally generating the worlds of Sir, You Are Being Hunted  
by Staff [03.04.16]
At GDC 2014, programmer Tom Betts steps up to explain how procedural methods were used to generate the sprawling environments of Big Robot's remarkable open-world game Sir, You Are Being Hunted
VR, Console/PC, Indie, Programming, Design, Video, Vault

Video: How Spry Fox designs original free-to-play games 1
by Staff [03.03.16]
Spry Fox's Daniel Cook, David Edery and Ryan Williams walk you through how they prototype, release, and maintain updates for their games, and how they regularly reinvent their business model. 
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: The Stanley Parable devs analyze 'choice' in game design 2
by Staff [03.01.16]
What if there was nothing to 'defeat' in your game? What would the player's negotiation between choices look like? Stanley Parable devs Davey Wreden & William Pugh ponder the question in this GDC 2014 talk.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: BioWare's Cameron Harris: You Need an Editor!  
by Staff [02.24.16]
Books, films and TV shows all have editors, and so should video games. So says BioWare editor Cameron Harris, who breaks down how editors add value to projects, teams, and companies.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: Building a sport: The design philosophy of League of Legends  
by Staff [02.23.16]
Riot's Ryan "Morello" Scott, in conversation with veteran designer Frank Lantz, discusses the design and balance philosophy that has nurtured League of Legends into an eSport in this 2015 GDC talk.
Social/Online, Design, Video, Vault

Video: Civilization IV lead Soren Johnson on how board games matter  
by Staff [02.22.16]
Mohawk Games' Soren Johnson explains the defining trait of board games is not, in fact, their actual physical components, but the transparency necessitated by their physical design.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How Telltale designs narrative-driven games  
by Staff [02.19.16]
At GDC 2015 a panel of Telltale writers and designers (moderated by writer Tom Bissell) discuss what they've learned about storytelling in games from years of designing narrative-driven adventures.
Console/PC, Design, Video, Vault

Video: Designing Uncharted controls for the PlayStation Vita  
by Staff [02.16.16]
At GDC 2013 Sony Bend's Ron Allen explains (in under 20 minutes!) how the studio adapted familiar controls from a AAA franchise for use in a portable system with completely unique forms of input 
Console/PC, Design, Video, Vault

Don't Miss: Designing for choice and exploration in Firewatch 1
by Staff [02.08.16]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Indie, Design, Video, Vault

Video: Breathing life into your game's creatures through animation 1
by Staff [02.03.16]
As part of the Animation Bootcamp at GDC 2013, experienced animator Amy Drobeck walks you through her process for breathing life into creatures and animals -- from the skeleton up.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Video: Coding AI to do multiple things at once in The Sims 4  
by Staff [02.02.16]
At GDC 2014 Maxis' Peter Ingebretson explains how in The Sims 4, Maxis developed a system for authoring interactions that allows Sims to express multiple concurrent behaviors -- just like real people.
Console/PC, Programming, Video, Vault

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At GDC 2014, Blizzard's Ben Thompson explained how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Video: Designing games for infinite play 9
by Staff [01.29.16]
At GDC 2015 Richard Lemarchand hops onstage to deliver a talk that investigates the game design potential of 'open play' -- play that does not necessarily result in an outcome of victory or defeat. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: From Jem to Castleville -- a 'truly outrageous' narrative postmortem  
by Staff [01.27.16]
As part of GDC 2015's Narrative Summit, Jem and the Holograms creator Christy Marx takes to the stage to share learnings from crafting narrative within mobile games.
Smartphone/Tablet, Design, Video, Vault