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Updates » 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

GDC Europe 2015 talks are now available on the GDC Vault  
by Staff [08.19.15]
GDC officials are happy to announce that the many talks delivered by game industry at experts at GDC Europe 2015 earlier this month in Cologne, Germany are now available to watch on the GDC Vault.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Video: Creating hyper-adaptive game music on an indie budget  
by Staff [08.18.15]
Galak-Z composer C. Andrew Rohrmann speaks at GDC 2015 about how to craft multi-layered, adaptive musical elements for your game that react and blend to form unique arrangements in every play session.
Indie, Audio, Video, Vault

Video: Watch a blow-by-blow account of animating EA's UFC games  
by Staff [08.17.15]
As part of the popular GDC 2015 Animation Bootcamp, EA's Geoff Harrower and Lee Dowsett deconstruct the complex animation systems that underlie the visceral combat of the latest EA Sports UFC game.
Console/PC, Art, Production, Video, Vault

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How Swery designed D4 for empathy via 'sensory replication'  
by Staff [08.13.15]
In a quirky session at GDC 2015, game designer Hidetaka "Swery" Suehiro discusses D4 and his attempts to empathetically connect with players using his "sensory replication" game design technique.
Console/PC, Indie, Design, Video, Vault

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Why aren't there more sequels to indie games? 6
by Staff [08.10.15]
At GDC 2015, independent designer Sarah Northway ponders why more indies don't do sequels and shares how making multiple Rebuild games has affected her psyche -- and her wallet.
Indie, Business/Marketing, Video, Vault

Video: How Blizzard built Reaper of Souls to redeem Diablo III 12
by Staff [07.28.15]
At GDC 2015 Diablo game director Joshua Mosqueira speaks frankly about the seismic shifts in gameplay design, core philosophy, itemization and rewards that Blizzard implemented to fix Diablo III.
Console/PC, Design, Video, Vault

Video: Learning to love procedural art while making No Man's Sky 2
by Staff [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Deconstructing the hand-crafted art and design of Gorogoa  
by Staff [07.20.15]
Indie Jason Roberts speaks at GDC 2014 about how he built Gorogoa to be solvable no matter what language you speak by designing it to rely on players' natural discovery in lieu of guided tutorials.
Indie, Art, Design, Video, Vault

Video: Satoru Iwata - Disrupting Development  
by Staff [07.16.15]
"Video games are meant to be just one thing. Fun. Fun for everyone," says late Nintendo president in this 2006 GDC keynote speech, delivered as the Wii was about to shake up the industry.
Console/PC, Business/Marketing, Video, Vault

Video: Applying human evolutionary psychology to game design  
by Staff [07.16.15]
Why are survival games so popular? At GDC 2014, Crypt of the NecroDancer dev Ryan Clark explores how we evolved as humans, why we want the things we want, and how that affects the way we play games.
Console/PC, Indie, Design, Video, Vault

Video: Iwata recalls developing DS and disrupting the industry  
by Staff [07.14.15]
At GDC 2006, Nintendo's own Satoru Iwata speaks about how Nintendo found great success by designing its DS console and games for a diverse audience, including people who didn't typically play games.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: Satoru Iwata's 'Heart Of A Gamer' keynote at GDC 2005  
by Staff [07.13.15]
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech.
Console/PC, Programming, Design, Production, Business/Marketing, Video, Vault

Video: Women share their #1ReasonToBe in games at GDC 2015 1
by Staff [07.10.15]
Watch the triumphant GDC 2015 return of one of the event's most popular and positive sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Video, Vault

Video: How modding made Bethesda better  
by Staff [07.09.15]
At GDC 2015, Bethesda's Joel Burgess speaks passionately about the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has influenced his studio.
Console/PC, Production, Business/Marketing, Video, Vault