Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 22, 2018
arrowPress Releases






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


Updates » Vault
Video: Building game mechanics to elevate narrative in Oxenfree  
by Staff [06.08.17]
At GDC 2017, Night Dive cofounder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design, Video, Vault

Video: Sid Meier and Bruce Shelley's postmortem of Civilization  
by Staff [06.07.17]
Game industry luminaries Sid Meier and Bruce Shelley take the stage at GDC 2017 to present a Classic Game Postmortem on Sid Meier's Civilization and share their stories of making an enduring classic.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Video: The value of taking a narrative approach to level design 1
by Staff [06.06.17]
At GDC 2017 game designer Jolie Menzel shared some advice on how storytelling techniques can be applied to level design, drawing on her experience making games at Ubisoft and, before that, Telltale.
Console/PC, Indie, Design, Video, Vault

Video: A game dev guide to managing conflict on small teams  
by Staff [06.05.17]
Finji cofounder and CEO Rebekah Saltsman takes the stage at GDC 2017 to share practical advice on how to handle conflict productively when you're working with a small team.
Console/PC, Social/Online, Indie, Production, Video, Vault

Video: Doing 2D game animation the Klei way  
by Staff [06.02.17]
At GDC 2017 two Klei staffers deliver an extensive talk about all aspects of how the studio does in-game character animation, from character design to polished symbol-based animation.
Indie, Art, Video, Vault

Video: Swipe Rite - Crafting Reigns' elegant game mechanics  
by Staff [06.01.17]
At GDC 2017, Nerial's Francois Alliot speaks to how bifurcation and wandering were essential to the code and the content of Reigns, aka "Tinder meets Game of Thrones", through its 6-month production.
Smartphone/Tablet, Design, Video, Vault

Video: Practical procedural generation for everyone  
by Staff [05.31.17]
At GDC 2017 Tracery creator Kate Compton shares advice on how even proc-gen novices can build an algorithm powerful enough to make good stuff, yet flexible enough to adapt to your evolving dev needs.
Console/PC, Indie, Production, Video, Vault

Video: Forging the creative vision behind For Honor  
by Staff [05.30.17]
At GDC 2017, Ubisoft's Jason VandenBerghe takes the stage to deliver a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production, Video, Vault

Video: Owlboy dev shares advice on staying motivated -- and inspired 1
by Staff [05.26.17]
At GDC 2017, D-Pad's Simon S. Andersen speaks about the trials and triumphs the team faced on their nearly decade-long dev cycle, offering fellow devs advice on how to get -- and stay -- inspired.
Indie, Production, Video, Vault

Video: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [05.25.17]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
Indie, Art, Design, Production, Video, Vault

Video: Designing Chair Entertainment's Shadow Complex  
by Staff [05.24.17]
At GDC 2010, Chair cofounders Donald and Jeremy Mustard speak openly aboutthe pitfalls theyencountered and the solutions they implemented while designing the seminal 'Metroidvania' Shadow Complex.
Indie, Design, Video, Vault

Video: How Slime Rancher succeeds through emergent storytelling  
by Staff [05.23.17]
At GDC 2017, Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell.
Indie, Design, Video, Vault

Video: Lessons learned making Ark: Survival Evolved in Early Access  
by Staff [05.22.17]
At GDC 2017, Studio Wildcard's Jeremy Stieglitz and Jesse Rapczak speak at length about Ark: Survival Evolved's dev strategy for Early Access on Steam, as well as Xbox and PlayStation 4.
Indie, Design, Production, Video, Vault

Video: We failed at publishing competitive games so you don't have to  
by Staff [05.19.17]
At the GDC 2017 eSports Day Iron Galaxy chief Dave Lang showcases how the company tried (and mostly failed) to form a "competitive games" publishing label, sharing lessons learned along the way.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: How Ensemble Studios crafted the terrain of Halo Wars  
by Staff [05.18.17]
In this classic GDC 2009 talk, former Ensemble Studios developer Colt McAnlis provides a programming-driven look at how the studio built terrain for a console strategy game like Halo Wars.
Console/PC, Programming, Design, Video, Vault

Video: Designing conflict & high-tension moments in 'Secret Hitler'  
by Staff [05.17.17]
As part of GDC 2017's Board Game Design Day, dev Mike Boxleiter offers a postmortem look at his work co-designing Secret Hitler, a Kickstarted tabletop game with some interesting social mechanics.
Indie, Design, Video, Vault

Video: Composing the music and sound of Hyper Light Drifter  
by Staff [05.16.17]
At GDC 2017, audio wizards Akash Thakkar andRich Vreeland (aka Disasterpeace) opened up about how they found the right soundscape forHyper Light over the course of 3 years and countless revisions.
Indie, Audio, Video, Vault

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

Video: Breaking down procedural narrative generation  
by Staff [05.12.17]
At GDC 2017, NC State researchers Chris Martens and Rogelia Cardona-Rivera took a look at the tools game dev can use to balance structure and spontaneity and create unique, procedural narratives.
Design, Video, Vault

Video: What AR/VR game devs can (and should) learn from MMOs  
by Staff [05.10.17]
At GDC 2017, veteran online game designer Raph Koster gives an intriguing talk about what lessons (social, ethical, and design) AR and VR game makers can learn from studying MMO games.
VR, Social/Online, Smartphone/Tablet, Design, Video, Vault