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October 31, 2020
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Updates » Video
Road to the IGF: Foam Sword's Knights and Bikes  
by Joel Couture [03.17.20]
Knights and Bikes follows a pair of young girls on wild, imagined adventures throughout their seaside home town, petting geese, throwing frisbees, and overcoming evil together.
Indie, Video, IGF

Road to the IGF: Barnaque's Infini  
by Joel Couture [03.17.20]
Infini explores the interactions of personified concepts like hope, time, and technology as players work their way through looping puzzles built around infinity.
Indie, Video, IGF

Video: How a game changes based on the music you compose for it  
by Staff [03.17.20]
At GDC 2018 composers Becky Allen, Jason Graves, Arnold Nesis and Inon Zur discuss differences in their approaches to composition, and the effect that different music can have on the same game.
Console/PC, Indie, Audio, Video, Vault

Nintendo's latest Indie World welcomes more (timed) exclusives to the Switch  
by Alissa McAloon [03.17.20]
Nintendo's newest Indie World showcase maintains the company's recent focus on bringing indie games to the Switch through timed exclusivity deals.
Console/PC, Indie, Video

Video: Refactoring Assassin's Creed Origins' NPC mission system  
by Staff [03.16.20]
In this 2018 GDC talk, Ubisoft's Jean-Marie Santoni-Costantini explains how the mission system in Assassin's Creed Origins was changed from a scripted approach to a goal-oriented one.
Console/PC, Programming, Design, Video, Vault

Free press advocates unveil new library of censored works -- in Minecraft  
by Alex Wawro [03.13.20]
"The library is filled with...articles that were censored...these articles are now available again within Minecraft – hidden from government surveillance technology inside a computer game."
Social/Online, Serious, Business/Marketing, Video

The tale of porting No Code's text-based Stories Untold to Switch 1
by Andrew King [03.11.20]
When No Code ported the text-based adventure game Stories Untold from PC to Nintendo Switch, the studio had to alter the game's original input method--keystrokes--and make it work for a game controller, among other challenges.
Console/PC, Indie, Design, Production, Video

How John Wick Hex establishes character through action 1
by Jack Yarwood [03.09.20]
"While we copy the tropes of the action movies, the idea that you should be able to define a character by what the gameplay verbs are is just something that we don’t really talk about, but it just seems really obvious to me," says John Wick Hex dev Mike Bithell.
Console/PC, Indie, Design, Video

How 'classical game mechanics' and physics converge in VR hit Boneworks  
by Aron Garst [03.06.20]
"There was nothing stopping us from writing this code four years ago, other than that nobody knew how to do it," says Brandon Laatsch, one of the developers behind Stress Level Zero's VR hit Boneworks.
VR, Design, Video

Writing, directing, and designing FMV censorship simulator Not for Broadcast 1
by John Harris [03.05.20]
Gamasutra speaks with Alex Paterson, creator, director, writer, and artist on Not for Broadcast about the dev team's non-traditional background, making FMV games in 2020, and his approach to writing game scripts.
Console/PC, Indie, Design, Video

Behind the Jackie Chan-inspired combat of Bloodroots  
by Aron Garst [03.03.20]
"In [Chan's] movies, he uses everything around him. He'll put his foot in a pot and smash it on someone's head and then grab a ladder and spin it. We wanted to capture that feeling of going from enemy to enemy."
Console/PC, Indie, Design, Video

Video: Understanding the illusion of choice in game design  
by Staff [02.28.20]
In this 2016 GDC talk, Epic Games' Jim Brown examines the psychological and biological underpinnings of how people make choices, examining examples of how devs use these 'rules' to impact players,
Console/PC, Design, Video, Vault

Video: Procedural level design in XCOM 2  
by Staff [02.27.20]
In this 2018 GDC talk, Firaxis Games' Brian Hess explains how the development team of XCOM 2 survived the transition from hand-crafted to procedural level design.
Console/PC, Design, Video, Vault

ALT.CTRL.GDC Showcase: Mouse & the Billionaire's Buy! Sell!  
by Joel Couture [02.26.20]
Buy! Sell! puts players in the complex world of a (satirical) New York Stock Exchange, using their phones to buy or sell stock in order to rake in those profits.
Video, alt ctrl gdc

Road to the IGF: Julián Palacios' Promesa  
by Joel Couture [02.26.20]
Nuovo Award-nominated Promesa is an exploration of memories and dreams - of the connections we make with someone when we truly listen to them. 
Indie, Video, IGF

Chat with Zachtronics' Matthew Burns about the making of Eliza at 4PM EST  
by Bryant Francis [02.26.20]
Chat with the lead developer of Eliza starting at 4PM EST on the GDC Twitch channel!
Console/PC, Design, Video

ALT.CTRL.GDC Showcase: Geeky Panda Studios' Ready? Set. Haiya!  
by Joel Couture [02.25.20]
Ready? Set. Haiya! has players striking a martial arts dummy in just the right places, attacking in rhythm-based combat to beat their opponents.
Video, alt ctrl gdc

Road to the IGF: Ludopium's Vectronom  
by Joel Couture [02.25.20]
Vectronom takes the player onto an ever-moving, puzzling dance floor, tasking them with navigating its shifting path to the beat of electronic tunes.
Audio, Video, IGF

Designing the offbeat comedy of Crows Crows Crows' Accounting +  
by Jack Yarwood [02.25.20]
William Pugh, the game designer known for his work on The Stanley Parable and Accounting +, explains his approach to humor in games, and the importance of preserving the joy in ones' work.
Indie, Design, Video

Road to the IGF: Golden Glitch's Elsinore  
by Joel Couture [02.24.20]
Elsinore places players in a time-looping vision of Hamlet, having them guide Ophelia through a living, active world as their decisions shape its tragic conclusions.
Indie, Design, Video, IGF