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July 20, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Video
Video: How to build a remote team for better happiness
by Staff [07.19.18]
In this GDC 2016 session, Fox Cub's Ian Wang shares lessons learned from building a remote 30 person team that spans 12 countries.
Indie, Production, Video

How jams become levels in the co-op bullet hell musical Just Shapes & Beats  
by Joel Couture [07.19.18]
"My point is basically to share my love of music," explains dev Simon Lachance in this dive into how he came up with and designed the hellishly rhythmic levels of Just Shapes & Beats.
Indie, Design, Video

Video: How to thrive and grow as an indie studio  
by Staff [07.18.18]
In this 2018 GDC session, Weather Factory's Alexis Kennedy discusses the lessons learned while building Failbetter Games, and how those lessons were taken into account when founding a second studio.
Indie, Production, Video

Xaviant to delist The Culling 2 after rocky launch, opts to support The Culling 1 instead 2
by Alissa McAloon [07.18.18]
Xaviant has announced that it is delisting the recently released game and instead focusing its efforts on reviving and supporting the day-one build of the original The Culling.
Console/PC, Social/Online, Indie, Video

Video: Populating the open world of Horizon Zero Dawn  
by Staff [07.17.18]
In this GDC 2018 talk, Guerrilla Games' Daniel Calvert explains how the studio approached the challenges of making characters for Horizon Zero Dawn.
Console/PC, Design, Video

Video: The 10-year evolution of the Assassins Creed franchise  
by Staff [07.16.18]
In this GDC 2018 presentation, Ubisoft's Jean Guesdon breaks down the evolution behind the Assassin's Creed brand.
Console/PC, Design, Video

Video: How devs can apply the 5 domains of play to develop empathy 2
by Staff [07.13.18]
In this GDC 2018 talk, Ubisoft's Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.
Console/PC, Design, Video

The Banner Saga 3 developers discuss making a proper grand finale  
by Bryant Francis [07.12.18]
We chatted with the developers of The Banner Saga 3 about what they've learned making the series, and what they'll be taking with them when they move on.
Console/PC, Design, Video

Video: The benefits of community-based development  
by Staff [07.12.18]
In this GDC 2018 session, Stray Fawn Studio's Philomena Schwab discusses why building a community around a game in development is a great way to connect with people early on.
Console/PC, Production, Video

Nintendo showcases DIY games made with Labo's Toy-Con Garage  
by Alissa McAloon [07.12.18]
The contest highlights creative crafts and DIY games created using cardboard and Labo’s programmable Toy-Con Garage mode.
Console/PC, Video

Chat with The Banner Saga 3's developers at 3PM EDT  
by Bryant Francis [07.12.18]
We're talking to some of the developers behind The Banner Saga 3 today at 3PM EDT! Join us and ask your questions.
Console/PC, Design, Video

Video: The cooperative studio structure of KO_OP  
by Staff [07.11.18]
In this GDC 2018 session, KO_OP's Saleem Dabbous discusses the reasons behind the structure of KO_OP, going over how the structure lays out a different vision for game development.
Indie, Production, Video

Watch our chat with the developers of Scythe: Digital Edition  
by Bryant Francis [07.11.18]
We talked to the developers behind Scythe: Digital Edition about converting a tabletop game to digital format.
Console/PC, Design, Video

Chat with the developers of Scythe: Digital Edition at 12PM EDT  
by Bryant Francis [07.11.18]
We're talking to the developers behind the PC version of the board game Scythe today at 12PM EDT.
Console/PC, Design, Video

Designing a 'demake' in 2018: The making of PS1 love letter OK/NORMAL 1
by Joel Couture [07.11.18]
The nightmares of the '90s are alive in the work of devs like Toni Kortelahti (aka 98DEMAKE), who chats with Gamasutra about using historical techniques to make his PS1 demake game OK/NORMAL.
Indie, Art, Video

Video: How the animation in Moss creates an emotional experience 1
by Staff [07.10.18]
In this GDC 2018 talk, Polyarc's Richard Lico goes over the methods he uses to create honest performances for Moss's mouse protagonist, Quill, and the player.
VR, Design, Video

Video: How Plague Inc successfully jumped from mobile to Steam  
by Staff [07.09.18]
At GDC 2015, Ndemic Creations' founder James Vaughan showcases the many challenges Ndemic faced in bringing its hit mobile strategy game Plague Inc to Steam.
Console/PC, Smartphone/Tablet, Production, Video, Vault

Video: The unique development challenges of Mark of the Ninja  
by Staff [07.06.18]
In this GDC 2013 talk, Klei's Jeff Agala and Jamie Cheng discuss Mark of the Ninja's unique development challenges.
Console/PC, Design, Production, Video

The Semblance devs explain their platform-altering design process  
by Bryant Francis [07.06.18]
The developers behind Semblance sit down to share some insight on making smart puzzles and prickly platformers.
Console/PC, Design, Video

Chat with developers of Semblance at 3PM EDT  
by Bryant Francis [07.06.18]
We're talking to the South African dev team that cooked up Semblance starting at 3PM EDT.
Console/PC, Design, Video