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June 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Video
Video: Creating the narrative of Rise of the Tomb Raider  
by Staff [06.18.18]
In this GDC 2016 talk, writers and narrative designers from Rise of the Tomb Raider discuss how they worked together to build the next stage of Lara Croft's adventures.
Console/PC, Design, Video

Video: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Indie, Design, Video

Video: Lessons learned during the development of Guacamelee!  
by Staff [06.14.18]
In this GDC 2014 talk, DrinkBox Studios' Chris Harvey delves into the development of Guacamelee! from concept to release, discussing all of the difficult decisions made during production.
Video

Video: How Move or Die continued to gain players after launch  
by Staff [06.13.18]
In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die.
Indie, Design, Video

Noclip shares a look inside the making of multiplayer Fallout 76  
by Alex Wawro [06.12.18]
"[Fallout] 76 is the multiplayer design from Fallout 4," Bethesda's Todd Howard explains in a new Noclip minidocumentary about the game's development and production.
Console/PC, Production, Video

Video: Building the coop-friendly levels of Dead Space 3  
by Staff [06.12.18]
At GDC 2013, (now former) Visceral Games dev Seth Marinello explains how the team built Dead Space 3's levels and encounters to work for both one and two players in drop-in/drop-out cooperative play.
Console/PC, Design, Video, Vault

Super Mario Party introduces a mode that links two Switch displays together  
by Alissa McAloon [06.12.18]
Nintendo announced Super Mario Party for the Switch earlier today and quietly showcased a small new feature for the console at the same time.
Console/PC, Video, E3

Video: How environment artists can learn from modern interior design  
by Staff [06.11.18]
In this GDC 2014 session, Ubisoft Toronto's Dan Cox discusses the parallels between interior design techniques and how they intersect with level art and design.
Console/PC, Design, Video

Ninja Theory joined Microsoft to 'fly without the threat of falling down' 3
by Chris Kerr [06.11.18]
The Hellblade developer believes the move will allow it to "aim higher than we've ever dared, to really fly, without the threat of falling down."
Production, Business/Marketing, Video, E3

Bethesda working on new sci-fi property, Starfield 4
by Kris Graft [06.11.18]
At E3 in Los Angeles Sunday evening, Bethesda unveiled the upcoming game Starfield, its first new property in 25 years.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Video, E3

RPG design and writing veteran Chris Avellone working on Dying Light 2 1
by Kris Graft [06.10.18]
Chris Avellone, veteran RPG writer and designer known for his work on Fallout 2, Fallout: New Vegas, Prey (2017) and many other games, is now working on Techland’s Dying Light 2 as narrative designer.
Console/PC, Design, Video, E3

Video: How to create realistic motion for animal companions  
by Staff [06.08.18]
In this GDC 2016 talk, Microsoft's Tobias Karlsson discusses a solution to animating four-legged creatures with simple, understandable techniques that other animators can rely on.
Console/PC, Programming, Video

Video: How Bungie's technical designers helped animate Destiny  
by Staff [06.07.18]
In this GDC 2015 session, Bungie's Jami Jeffcoat goes over what technical designers in animation mean to Bungie.
Console/PC, Art, Design, Video

Video: Crafting a linear narrative around the open-world sandbox of The Long Dark  
by Staff [06.06.18]
In this GDC 2018 session, Hinterland Games' Raphael van Lierop shares hard-won lessons about the community-informed development of The Long Dark.
Console/PC, Design, Production, Video

Weather Factory's co-founders explain the making of Cultist Simulator  
by Bryant Francis [06.06.18]
We spoke with the lead developers of Cultist Simulator to learn about everything that went into making this occult single-player card game.
Console/PC, Design, Video

Chat with Cultist Simulator devs Alexis Kennedy & Lottie Bevan at 4PM EDT  
by Bryant Francis [06.06.18]
We're talking to two of the developers behind Cultist Simulator starting at 4PM EDT.
Console/PC, Design, Video

Noclip doc charts a path from Bethesda's Terminator game to Fallout & beyond  
by Bryant Francis [06.05.18]
Sit back, grab a Nuka-Cola, and watch Bethesda's veteran game-makers discuss their experiences making some of the company's most successful role-playing games.
Console/PC, Design, Video, E3

Video: How Media Molecule squashed its open bug counts  
by Staff [06.05.18]
As part of GDC 2018's Tools Tutorial Day, Media Molecule's Amy Phillips showcased how the Tearaway and Dreams dev has built and iterated on a range of tools and tech that optimize its bug flow.
Console/PC, Production, Video, Vault

Video: A postmortem look at Rocket League's language ban system  
by Staff [06.04.18]
Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League.
Console/PC, Social/Online, Indie, Design, Video, Vault