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October 15, 2018
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    Emma Kidwell
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    Katherine Cross
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Updates » Vault
Video: Turning concepts into production art for Halo 2: Anniversary  
by Staff [11.30.15]
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary.
Console/PC, Art, Production, Video, Vault

Video: Designing funny games is no joke, but it can be done  
by Staff [11.19.15]
Game developer Zoe Quinn takes to the stage at GDC 2015 to explore why making funny games is tricky business, and how devs can overcome the unique challenges of telling jokes through game mechanics.
Console/PC, Indie, Design, Video, Vault

Video: Creating the over-the-top enemies & AI of Sunset Overdrive  
by Staff [11.18.15]
At GDC 2015, Insomniac Games' Adam Noonchester deconstructs the enemy AI design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Programming, Design, Video, Vault

Video: 50 common game camera mistakes -- and how to fix them 5
by Staff [11.17.15]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Indie, Programming, Design, Video, Vault

Video: 4 questions to help you find the best theme for your game  
by Staff [11.16.15]
As part of the GDC 2013 Microtalks sessions, Plants vs. Zombies creator George Fan hopped up on stage to quickly run down four questions he'd created to help clarify the themes of his games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Animators deconstruct why women aren't too hard to animate 4
by Staff [11.12.15]
At GDC 2015 experts gather to cheerfully debunk the specific misconception that women characters are "too hard to animate" or too expensive to include in games alongside male counterparts.
Console/PC, Indie, Art, Video, Vault

Video: Writers are critical to AAA game dev -- just not in the way you think 2
by Staff [11.10.15]
"Big-budget action video game are not, and never will be, a writer's medium," said Tom Bissell at GDC 2013, before going on to explore exactly how writers can best serve a big-budget game dev team.
Console/PC, Design, Video, Vault

Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

Video: Analyzing the turning tide of indie game sales in 2015  
by Staff [10.28.15]
At GDC 2015 TinyBuild staffer and one-time Gamasutra editor Mike Rose breaks down sales data for indie games across various platforms to try and shed light on the state of the market now vs. in 2009.
Indie, Business/Marketing, Video, Vault

Video: You're Doing It Wrong - 10 pieces of advice on game design 5
by Staff [10.23.15]
Game designer Frank Lantz cheerfully excoriates popular game design practices in his "You're Doing It Wrong" rant during the GDC 2014 Rant Apocalypse.
Console/PC, Design, Video, Vault

Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault

Video: How video games can better handle feints and misdirection  
by Staff [10.09.15]
At GDC Europe 2015, TinyBuild's Mike Rose speaks to what video game designers can learn (and potentially steal) about bluffing and misdirection mechanics from the most devious board and card games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Why game designers should study dance, music & comedy  
by Staff [10.07.15]
At GDC 2014 writer Susan O'Connor (Bioshock, Tomb Raider) argues game devs can learn from watching how dance, music & comedy artists use timing and motion to draw people into the experience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Automating content creation so tiny teams can make big games 1
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Console/PC, Indie, Production, Video, Vault

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How to hire and retain more women in the game industry 8
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault