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October 19, 2018
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Updates » Vault
Video: Bending physics engines to your will for fun and profit  
by Staff [07.31.17]
At GDC 2015 QWOP creator Bennett Foddy shares tips for eliminating those dreaded 'floaty physics' without causing instabilities -- along with some weird tricks for abusing physics engines.
Console/PC, Indie, Design, Video, Vault

Video: Dots dev offers tips on making maximum use of minimal UI
by Staff [07.28.17]
At GDC 2017 Playdots' (Dots, Two Dots) Margaret Robertson through a set of design principles that show how simple visual elements can be brought to life through thoughtful implementation.
Smartphone/Tablet, Design, Video, Vault

Video: Beyond Ageism -- Developing VR games for an older audience  
by Staff [07.26.17]
At GDC 2017 Miami University's Bob De Schutter draws from his own and third-party research with older players to discuss the potential of VR technology to entertain older audiences.
VR, Design, Video, Vault

Video: (Opportunity) cost-effective marketing & PR for indie devs  
by Staff [07.25.17]
At GDC 2017 experienced indie game PR wizard Chris Dwyer gives indie devs with limited financial, mental and time budgets a few good (and more importantly efficient) marketing & PR strategies.
Indie, Business/Marketing, Video, Vault

Video: Animating pups, boars & other quadrupeds in The Flame in the Flood  
by Staff [07.24.17]
At GDC 2017 The Molasses Flood's Gwen Frey, sole animator on The Flame in The Flood, discusses how to rapidly generate triple-A quadruped locomotion as an indie dev.
Indie, Art, Video, Vault

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Video: Shigeru Miyamoto's classic 1999 GDC keynote  
by Staff [07.20.17]
In this classic video, restored from the GDC archives, Nintendo's Shigeru Miyamoto speaks to his fellow game makers as part of his keynote address at the 1999 Game Developers Conference.
Console/PC, Video, Vault

Video: Practical tips on how (and why) to focus your indie dev career  
by Staff [07.19.17]
At GDC 2017 indie dev Jenn Sandercock breaks down how, just like a game jam theme, a set of constraints can help guide your overall career as an indie developer in the direction you want to go.
Indie, Design, Video, Vault

Video: Dishonored 2 dev shares tips on holistic level design  
by Staff [07.18.17]
At GDC 2017 Arkane's Steve Lee advocates a holistic approach to level design, where LDs not only think about many aspects of a player's experience but focus on how all of these things work together.
Console/PC, Design, Video, Vault

Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

Video: How Halo 4 achieved high-quality assets without sacrificing performance 1
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Video: Lessons learned from citizen science efforts in EVE Online  
by Staff [07.12.17]
At GDC 2017, MMOS' Attila Szantner and CCP's Bergur Finnbogason spoke at length about how they worked to integrate real science research into EVE Online as a seamless, productive experience.
Social/Online, Video, Vault

Video: Crafting the sound of No Man's Sky 1
by Staff [07.11.17]
At GDC 2017, sound designer Paul Weir breaks down how the game makes use of innovative audio tech, including a vocal modeling synthesizer plugin and a custom-built generative music system.
Indie, Audio, Video, Vault

Video: The Hitman Go design postmortem  
by Staff [07.10.17]
At GDC 2015, Hitman GO game director Daniel Lutz delivers a postmortem analysis of the game and its unorthodox design concept: a minimalistic strategy game with diorama-style set pieces.
Smartphone/Tablet, Design, Video, Vault

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Video: Lessons learned from designing tutorials for The Last Of Us  
by Staff [07.06.17]
At GDC 2014 game designer Elisabetta Silli shares her story (with some broadly applicable takeaways) about her experience joining Naughty Dog and contributing to The Last Of Us late in development.
Console/PC, Design, Video, Vault

Video: Designing your game to keep players engaged over time  
by Staff [06.30.17]
At GDC 2017 veteran game designer Chelsea Howe explains  typical patterns of human attention and engagement over time and shared concrete ways game devs can design for those phases.
Console/PC, Social/Online, Design, Video, Vault

Video: A postmortem look at the scoring of BioShock Infinite  
by Staff [06.29.17]
At GDC 2015, composer Gary Schyman shares an earnest postmortem of his work on BioShock Infinite, in the process offering fellow devs an inside look at the complexities of scoring a big-budget game.
Console/PC, Audio, Video, Vault

Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault