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July 22, 2019
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Updates » Video
Video: Wrangling development teams at Bungie for Destiny 2  
by Staff [02.04.19]
Bungie's Linda Fane shares how the studio tackled the monumental challenge of building Destiny 2 at scale, and how dedicated "planning days" saved the game's development.
Console/PC, Production, Video

Road to the IGF: Gossamer Games' Sole  
by Joel Couture [02.04.19]
Sole takes players to vast cities bathed in darkness, having players unveil their presence, histories, and story with light.
Indie, Video, IGF

Behind the mashed-up roguelike charm of Twinfold  
by Joel Couture [02.04.19]
A bit of Imbroglio, a dash of Into the Breach, and a dose of Threes!: game developer Kenny Sun explains the design concepts behind the excellent roguelike puzzler, Twinfold.
Smartphone/Tablet, Design, Video

Watch the Mages of Mystralia devs explain their custom spell system  
by Bryant Francis [02.01.19]
Watch the GDC team chat with the folks behind Mages of Mystralia and learn more about the making of this unique spellcrafting game.
Console/PC, Design, Video

Video: Swery's guide to lovable game design  
by Staff [02.01.19]
Swery takes the stage at GDC 2011 (a year after Deadly Premonition) to talk through his game design process, and how he goes about trying to create appealing characters and narratives.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: ThroughLine Games' Forgotton Anne 1
by Joel Couture [02.01.19]
Forgotton Anne takes the player to a land of the items we've forgotten, our discarded objects given striking life in a world built to evoke the feeling of an animated feature. 
Indie, Video, IGF

Chat with Mages of Mystralia's devs at 3PM ET  
by Bryant Francis [02.01.19]
The devs behind Mages of Mystralia are taking your questions starting at 3PM ET on the GDC Twitch channel!
Console/PC, Design, Video

Video: How Obsidian built Pillars of Eternity by looking back while moving forward  
by Staff [01.31.19]
At GDC Europe 2016 Obsidian's Josh Sawyer looks at Pillars of Eternity's origins, and how Obsidian went about trying to update the RPG genre while paying tribute to the games that inspired it.
Console/PC, Design, Video, Vault

Alt.Ctrl.GDC Showcase: Continuum Bacterium  
by Joel Couture [01.31.19]
A mask allows players to change visual frequencies, seeking hidden viruses they can shoot down with their wristwatch-controlled turret in Continuum Bacterium.
Indie, Video, alt ctrl gdc

Video: King's guide to level design for casual games  
by Staff [01.30.19]
King's Jeremy Kang takes the stage at GDC Europe 2016 to deliver a rare look at how King (Candy Crush Saga) goes about designing levels for its various free-to-play mobile games.
Social/Online, Smartphone/Tablet, Design, Video, Vault

Alt.Ctrl.GDC Showcase: KOO-KOO  
by Joel Couture [01.30.19]
KOO-KOO tasks players with guiding a group of birds through tuning hands and pulling weights on three cuckoo clocks.
Indie, Video, alt ctrl gdc

How do you rejuvenate the skateboarding genre? Put a bird on it! 2
by Aron Garst [01.30.19]
Glass Bottom Games programmer and designer Megan Fox tells us how her upcoming game SkateBird takes the best parts of Tony Hawk's Pro Skater and Skate -- while adding a dose of bird.
Console/PC, Indie, Design, Video

See what ray tracing can do to a game like Quake 2  
by Alex Wawro [01.29.19]
Quake 2 has never been lit like this.
Console/PC, Programming, Design, Video

Video: A game dev's guide to designing great tutorials  
by Staff [01.29.19]
Can you design a tutorial so good your players don't know they're in it? Those Awesome Guys' Nicolae Berbece thinks so, and in this GDC Europe 2016 talk he explores how to pull it off.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Road to the IGF: Nonsense Arts' ETHEREAL  
by Joel Couture [01.29.19]
ETHEREAL takes the player through a complex, puzzle-filled place without words, teaching them through its colorful visuals, peaceful goals, and thoughtful mechanisms.
Indie, Video, IGF

Video: Inside the design of the app-integrated board game Mansions of Madness  
by Staff [01.28.19]
In this GDC 2018 talk,  Fantasy Flight Games' Andrew Fischer shares what the design team learned while making the app-assisted cooperative board game Mansions of Madness: Second Edition!
Smartphone/Tablet, Indie, Design, Video, Vault

Road to the IGF: Team Alto's Alto's Odyssey  
by Joel Couture [01.28.19]
Alto's Odyssey takes players on a stunning sandboarding journey across shifting sands, gliding across striking landscapes and beautiful backdrops that hint at a world beyond the dunes.
Indie, Video, IGF

Video: How developers can showcase their game on the go  
by Staff [01.25.19]
In this GDC 2018 talk, Sharkbomb Studios' Martin Nerurkar shows developers how to effectively showcase their game without a booth, no matter what conference they're at.
Indie, Business/Marketing, Video

Watch game developer Owen Goss break down FutureGrind's game design  
by Bryant Francis [01.25.19]
One of the co-creators of FutureGrind dropped by the GDC Twitch channel for a chat about the game's design and development process.
Console/PC, Design, Video

Road to the IGF: Grace Bruxner's The Haunted Island, a Frog Detective Game  
by Joel Couture [01.25.19]
The Haunted Island, a Frog Detective Game follows a nice amphibian detective to an island of spooky mysteries (and cheerful animal friends).
Indie, Video, IGF