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Updates » 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

Video: Crafting procedurally-generated levels for Shattered Planet  
by Staff [08.31.15]
Tanya Short of Kitfox Games shares some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
Console/PC, Indie, Design, Video, Vault

Video: Concocting The Witcher 3's dynamic crafting-based economy  
by Staff [08.28.15]
CDPR's Matthew Steinke speaks at GDC Europe 2015 about how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Console/PC, Indie, Programming, Design, Video, Vault

Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS  
by Staff [08.27.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Business/Marketing, Video, Vault

Video: Understanding why your game 'feels' bad (and how to fix it) 7
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Tips on making believable VR games from a Project Morpheus dev 1
by Staff [08.24.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Design, Video, Vault

Video: Why you shouldn't rely on emergent behavior in your game AI 6
by Staff [08.21.15]
At GDC 2013, video game AI designer Ben Sunshine-Hill makes a case for why, in game development, prioritizing emergent behavior in AI design means you are not doing your job.
Console/PC, Programming, Video, Vault

Video: Valuable design lessons you can learn from board games 3
by Staff [08.20.15]
Game designer Soren Johnson (Offworld Trading Company, Civilization IV) speaks at GDC 2014 about how (and why) board games should matter to video game developers.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault