Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » 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

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

Video: Deconstructing the art design of Journey  
by Staff [09.18.15]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Console/PC, Indie, Art, Video, Vault

Video: Blending handmade detail into your game's procedural world  
by Staff [09.16.15]
At GDC Europe 2015 indie game designer Mark Johnson speaks to the difficult balance between handmade and algorithmic content in games that use both, and how devs can deftly blend them together.
Console/PC, Indie, Programming, Design, Production, Video, Vault

Video: Make games more efficiently by being accountable to your audience 2
by Staff [09.15.15]
"Put yourself in a consistent position of having performance pressure to a trusted audience; that anxiety can be leveraged as a tool to shape your design process and make you more efficient."
Console/PC, Indie, Production, Video, Vault

Video: How Bohemia nabs cheaters in DayZ  
by Staff [09.14.15]
Bohemia Interactive's Eugen Harton speaks at GDC Europe 2015 about some of the many ways DayZ players try to cheat the system, and how Bohemia effectively counters them.
Console/PC, Programming, Production, Video, Vault

Video: Using the Fox Engine to build Ground Zeroes 4
by Staff [09.11.15]
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
Console/PC, Design, Production, Video, Vault

Video: Valve's advice for designing great VR game interactions  
by Staff [09.10.15]
At GDC Europe 2015 Valve's Yasser Malaika shares what Valve has figured out about how to create VR experiences that are fun to interact with, noting some surprising lessons learned along the way.
Console/PC, Design, Video, Vault

Video: How great sound design can make your game 'feel' better  
by Staff [09.09.15]
At GDC Europe 2015, sound designer Joonas Turner (Nuclear Throne, Badland, Broforce) hopped up on stage to deliver a quick primer on what it takes to make your game sound fantastic.
Indie, Audio, Video, Vault

Video: Postmortem reflections on the success of Cities: Skylines 4
by Staff [09.04.15]
At GDC Europe 2015, Colossal Order's Karoliina Korppoo ran down how the studio designed the game to be a latter-day SimCity, explaining how it was possible with a small team and limited resources.
Console/PC, Indie, Design, Video, Vault

Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Video: How to minimize simulation sickness in your VR games  
by Staff [09.01.15]
Don't make your players sick! At GDC Europe, researcher Ben-Lewis Evans shares design guidelines VR and non-VR developers can follow to reduce the risk of simulation sickness from their games.
Video, Vault