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January 20, 2018
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Updates » Video
Gamasutra talks to Arena of Valor audio designer Richard Ludlow  
by Bryant Francis [01.19.18]
Interested in audio workflow solutions, or how procedural audio generation might impact game development? Check out this conversation with GDC 2018 speaker Richard Ludlow.
Console/PC, Audio, Video

Get insights about working in game audio at 6PM EST!  
by Bryant Francis [01.19.18]
We're talking with game audio veteran Richard Ludlow at 6PM EST. Come ask your questions!
Console/PC, Audio, Video

Video: Producers should be making more to-do lists  
by Emma Kidwell [01.18.18]
In this 2015 GDC Session, Oculus' Bernard Yee offers advice for producers who manage a team and project's to-do list, why they are important and how to be effective on a daily basis.
Video

Inside the Harebrained task of reviving Battletech  
by Bryant Francis [01.18.18]
Battletech game director Mike McCain of Harebrained Schemes sits down to discuss the digital revival of Battletech and its broader implications for strategy game design.
Console/PC, Design, Video

Video: Behind the minimalistic visual design of Mini Metro  
by Emma Kidwell [01.17.18]
In this 2017 GDC session, Mini Metro developer Jamie Churchman examines how visual design and user interface decisions play a role in creating a gratifying experience for the player in Mini Metro.
Indie, Video

How InnerSpace's developers made a flying game that has no 'up'  
by Bryant Francis [01.17.18]
The developers behind InnerSpace share secrets about odd flying games and optimizing your title for the Nintendo Switch.
Console/PC, Design, Video

Nintendo announces DIY Nintendo Labo for the Switch 12
by Emma Kidwell [01.17.18]
Nintendo announces Nintendo Labo, combining DIY creations with the Switch platform.
Video

Chat with the developers behind InnerSpace today at 3PM EST  
by Bryant Francis [01.17.18]
We're chatting with the developers behind the new indie alien flying game InnerSpace at 3PM EST.
Console/PC, Design, Video

Video: The community management behind Assassin's Creed: Brotherhood  
by Emma Kidwell [01.16.18]
In this 2015 GDC session, Graziani examines how traditionally counterintuitive practices can help developers define and nurture a passionate community.
Video

How collaboration brought Horizon Zero Dawn's writing to life  
by Alissa McAloon [01.16.18]
“It's just one of these examples of how wrong I can be and, really, the importance of collaboration across the disciplines," John Gonzalez recalls one difficult decision from development.
Console/PC, Design, Video

Video: Redefining music in The Witcher 3: Wild Hunt  
by Emma Kidwell [01.12.18]
In this GDC 2016 session, The Witcher 3: Wild Hunt composers Marcin Przybylowicz and Mikolai Stroinski discuss the soundtrack's influence on narration and how Slavic folklore influenced musical direction.
Audio, Video

Here are Gamasutra's predictions about the game industry for 2018  
by Bryant Francis [01.12.18]
The Gamasutra editorial crew attempts to guess how an already-tumultuous 2018 will play out.
Console/PC, Business/Marketing, Video

Join us at 3PM EST as we make predictions for the game industry in 2018  
by Bryant Francis [01.12.18]
The Gamasutra editorial team will be making (ill-advised) predictions over on our Twitch channel at 3PM EST.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video

Video: Behind the visual effects of inFAMOUS: Second Son  
by Emma Kidwell [01.11.18]
In this GDC 2014 session, Sucker Punch's Matt Vainio goes over the techniques behind the visual effects development of inFAMOUS: Second Son.
Video

How Trinket found the right recipe while designing Battle Chef Brigade  
by John Harris [01.11.18]
Trinket Studios' Tom Eastman talks to Gamasutra about the ins and outs of game design and making a Match-3 cooking game work (wok?) well as the heart of Battle Chef Brigade.
Console/PC, Design, Video

Video: The importance of storytellers in eSports 1
by Emma Kidwell [01.10.18]
In this GDC 2016 eSports day panel, industry professionals discuss how storytelling is a crucial component in eSports.
Design, Video

Writer Justin Bortnick discusses the secrets of the Frog Fractions 2 ARG  
by Bryant Francis [01.10.18]
One of the minds behind Frog Fractions 2's mind-bending alternate reality game discusses his craft and his upcoming GDC session.
Console/PC, Design, Business/Marketing, Video

Chat with the man behind Frog Fractions 2's alternate reality game at 3PM EST  
by Bryant Francis [01.10.18]
We're streaming Glittermitten Grove, a complete normal fairy game that has nothing to do with Frog Fractions 2, at 3PM EST with the man who built the game's complicated ARG.
Console/PC, Design, Video

Video: How the Child of Light devs designed a visually unique character  
by Emma Kidwell [01.09.18]
In this GDC 2014 session Ubisoft Montreal's Patrick Plourde goes over how the team designed the main character's appearance in Child of Light.
Art, Video

Prey devs explore the tenets of immersive sim design  
by Chris Kerr [01.09.18]
Video game documentary maker NoClip has uploaded an interview with Prey designer Ricardo Bare and game director Raphael Colantonio that explores what goes into creating immersive sims. 
Console/PC, Design, Video