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February 17, 2019
Monomi Park
Senior Game Designer
Curriculum Associates
Senior Software Engineer - Learning Games (Unity)
Boston Dynamics
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Deep Silver Volition
Effects (VFX) Artist
Skydance Interactive
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Skydance Interactive
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February 17, 2019
Kliuless #23: Company Strategy & Ownership Model
What Is A Meta-Game?
How Does the Future of the Streamer-Developer Relationship Look?
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3
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Video game music composer: Getting your big break
Video Game Deep Cuts: The Apex Of Legends, Observing The Sunless Skies
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February 17, 2019
Games Press
Witness the Unstoppable
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Sci-fi thriller
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Don’t...
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» Vault
Video:
Rocket League
's road from cult classic to surprise success
 
by Staff
[04.15.16]
At GDC 2016, Psyonix design director Corey Davis stepped up to the stage to share examples of how the
Rocket League
team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online
,
Indie
,
Design
,
Production
,
Business/Marketing
,
Video
,
Vault
Video: A brief history of PlayStation, from one-time frontman Phil Harrison
 
by Staff
[04.14.16]
Phil Harrison's microtalk on the history & impact of the original Sony PlayStation, a segment of the very special "Flash Backward" presentation at GDC 2016, is peppered with interesting insights.
Console/PC
,
Production
,
Business/Marketing
,
Video
,
Vault
Video: The psychology of doing VR game design right
 
by Staff
[04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR
,
Art
,
Audio
,
Design
,
Video
,
Vault
Video: Finding inspiration in the lost game designs of the TRS-80
3
by Staff
[04.07.16]
At GDC 2012, developer Jim McGinley showcases some classic TRS-80 games with remarkable mechanics that are often overlooked in the annals of game industry history.
Console/PC
,
Design
,
Video
,
Vault
Video: The things you learn from playtesting
Skylanders
with kids
 
by Staff
[04.06.16]
At GDC 2014, Activision Blizzard's Gareth Griffiths outlines how his team ran successful playtests with children, and techniques the
Skylanders
team developed to collect and make sense of the data.
Console/PC
,
Smartphone/Tablet
,
Production
,
Video
,
Vault
Video: Game industry all-stars reflect on 30 years of making games
 
by Staff
[04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR
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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
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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
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Video
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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
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Production
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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
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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
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Vault
Video: Procedurally generating the worlds of
Sir, You Are Being Hunted
1
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
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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
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Indie
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Design
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Video
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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
,
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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.
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,
Design
,
Production
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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.
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Design
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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
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