Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2018
arrowPress Releases






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


Updates » Vault
Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 toshare what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

Video: How to put out fires and stay creative as a game writer  
by Staff [11.16.17]
At GDC 2017 writersGeorge Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhriediscuss the ins and outs of being a writer in games, from AAA to indie to tabletop.
Console/PC, Indie, Design, Video, Vault

Video: How architectural design can help you build better levels  
by Staff [11.15.17]
At GDC 2016's Level Design Workshop, trained architect and game maker Claire Hosking gave a great talk abouthow architectural design principles can help level designers achieve their goals.
Console/PC, Indie, Design, Video, Vault

Video: Creating Stellaris' complex AI behavior via data-driven design  
by Staff [11.14.17]
At GDC 2017 Paradox'sMehrnaz Amanat Bari gave an illuminating talk about how the game's believably flawed and quirky (but hardy) leader AI was created and implemented via data-driven design.
Console/PC, Programming, Design, Video, Vault

Video: A postmortem look at the making of VR sensation Tilt Brush  
by Staff [11.13.17]
At GDC 2017, Tilt Brush devs Patrick Hackett and Drew Skillman reflecton its 3 years of dev and spoke frankly aboutitsorigins, early development, company acquisition, launch, and continued support.
VR, Art, Design, Production, Video, Vault

Video: How Criterion keeps dev teams happy and productive  
by Staff [11.10.17]
At GDC 2016, Criterion's Alex Mole speaks to how the studiobuilt a process aimed at maximizing efficiency through a highly-motivated team with enough context to make good decisions all the time.
Console/PC, Production, Video, Vault

Video: Balancing trust, creativity, and business in game UX  
by Staff [11.09.17]
At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Video, Vault

Video: Devs share tips on creating immersive virtual reality worlds  
by Staff [11.08.17]
At VRDC 2017 a panel of VR devs(Will Smith, Chris Pruett, Adam Orth, & Dirk Van Welden) dissect the challenge of creating immersive VR worlds & discuss what they'd learned about doing it right.
VR, Art, Audio, Design, Video, Vault

Video: Telling game stories with unsaid words and unreliable narrators  
by Staff [11.07.17]
At GDC 2016's Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.
Console/PC, Indie, Design, Video, Vault

Video: 30 things to avoid when pitching your game to a publisher  
by Staff [11.06.17]
At GDC 2017, experienced dev (and PlayStation expat) Brian Upton runs down a list of common mistakes devs make when they meet with publishers and shares perspective on what publishers are thinking.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: A game dev's guide to staying satisfied and mentally healthy  
by Staff [11.03.17]
At GDC 2017, psychiatric care professional Dr. Jennifer Hazel andFramedgame dev Joshua Boggs explored the issue and offered some tips on how to remain well while working in games.
Console/PC, Indie, Serious, Video, Vault

Video: How game developers define 'success' for themselves  
by Staff [11.01.17]
At GDC 2017 researcher Dana Ruggiero gives a talk (based on interviews with over 50 notable game makers, from Brenda Romero to Davey Wreden) on howgame developers define success for themselves.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Video: Juggling the chainsaws of work-for-hire vs. original projects  
by Staff [10.31.17]
At GDC 2016, ClutchPlay Games' Amy Dallas tackles the practical realities ofbalancing work-for-hire projects vs. developing original IP, and what she & her team have learned from doing it for years.
Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: How Naughty Dog designed The Last Of Us' brutal melee system  
by Staff [10.30.17]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 gameThe Last Of Us.
Console/PC, Design, Video, Vault

Video: Applying entrepreneurial skills to be a better game dev  
by Staff [10.27.17]
At GDC 2017, game industry vet Jason Della Rocca offers advice on everything from leading a team to securing funding to marketing your game and keeping your head straight throughout the whole process.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

Video: Diagnosing and improving UX in a live game  
by Staff [10.25.17]
At GDC 2017 Digit Games Studio'sOm Tandon breaks down how UX (user experience) designers can collaborate with developers, data scientists, and monetization teams to address problems with a game.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Video: How replays helped Poly Bridge succeed via social media  
by Staff [10.24.17]
At GDC 2016 Poly Bridge developer Patrick Corrieri details the game's replay sharing feature: apowerful tool that lets any game give ownership of player-created content back to the the player.
Social/Online, Indie, Business/Marketing, Video, Vault

Video: A game dev guide to breathing life into your levels  
by Staff [10.23.17]
At GDC 2016's Level Design Workshop, Hangar 13's Seth Rosen deconstructs howAI actors with systemic behaviors are the key to demonstrating the life of a level right in front of the player.
Console/PC, Design, Video, Vault

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative directorGeoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault