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October 17, 2018
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Updates » 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

Video: Creating fluid and powerful animations for Skullgirls 1
by Staff [01.26.16]
During the GDC 2014 Animation Bootcamp Skullgirls lead animator Mariel Cartwright breaks down how you can create powerful, fluid 2D animations good enough to pass muster in a fast-paced fighting game.
Console/PC, Indie, Art, Production, Video, Vault

Video: Using iterative level design to ship Skyrim and Fallout  
by Staff [01.22.16]
At GDC 2014, Bethesda's Joel Burgess took to the stage to share insights into the iterative approach used by Bethesda's level design team plan, implement, test and polish massive amounts of content.
Console/PC, Design, Production, Video, Vault

Video: Cinematic storytelling in Middle-earth: Shadow of Mordor  
by Staff [01.19.16]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production, Video, Vault

Video: How Race the Sun became a success through stubbornness  
by Staff [01.04.16]
At GDC 2015's Indie Games Summit Flippfly founders Aaron and Forest San Filippo discuss the ups and downs of their stubborn efforts to create, fund and promote their debut game Race the Sun.
Indie, Production, Video, Vault

Video: Harnessing the power of community to develop The Long Dark  
by Staff [12.22.15]
Hinterland Studio founder Raphael Van Lierop speaks at GDC 2015 about how involving your community in your development process helps you create a better game -- as long as you avoid known pitfalls.
Indie, Production, Video, Vault

Video: Working with modders to make Starcraft II a better eSport  
by Staff [12.21.15]
At GDC 2015 MIT researcher Philip Tan & Blizzard developer Ryan Schutter break down how they worked with Starcraft II modders to improve the game, as an eSport, by iterating on the viewer experience.
Console/PC, Design, Video, Vault

Video: How to protect your game's code with fuzzing 1
by Staff [12.10.15]
HP security researcher and onetime game developer Dave Weinstein speaks at GDC 2015 about why fuzz testing is one of the easiest tools you can use to better protect your game's user-facing code.
Console/PC, Indie, Programming, Video, Vault

Video: Reducing anti-social behavior in games through smart design  
by Staff [12.01.15]
At GDC 2015, psychologist and Player Research games user researcher Ben Lewis-Evans explored how games can be explicitly designed to reduce anti-social behavior by their players.
Social/Online, Design, Video, Vault