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July 16, 2018
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  • Editor-In-Chief:
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  • Editor:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Video
Road to the IGF: Videocult's Rain World  
by Joel Couture [02.19.18]
A lonely slugcat has to make its way in a world of predators and lethal storms in Rain World, a game that mixes curiosity, calmness, and terror with its sound design.
Indie, Video, IGF

Video: How a team of inexperienced devs created Tokyo Jungle 1
by Emma Kidwell [02.16.18]
In this 2013 GDC session, Yohei Kataoka goes over how a game development team with little experience was able to create Tokyo Jungle and explores the potential of the Japanese game development scene.
Console/PC, Design, Video

Road to the IGF: Laundry Bear Games' A Mortician's Tale  
by Joel Couture [02.16.18]
A Mortician's Tale explores death and the stories and emotions around the deceased through having the player work in the death industry.
Indie, Video, IGF

Video: How animators approached super jumping in Saints Row IV  
by Emma Kidwell [02.15.18]
In this 2014 GDC talk, Volition's Zach Lowery discusses how the Saints Row IV animation team took a different approach to gathering reference material for superhero-styled jumps in the game.
Console/PC, Art, Design, Video

Alt.Ctrl.GDC Showcase: CLUNKER JUNKER  
by Joel Couture [02.15.18]
Your spaceship is falling apart in CLUNKER JUNKER, a game where two players have to crank tools to provide power to various parts of their constantly-breaking ship to survive.
Indie, Video, alt ctrl gdc

How Nintendo Labo is using the Switch's IR Camera and HD Rumble features  
by Alissa McAloon [02.15.18]
Nintendo has released a pair of videos that offer developers a peek at the nuts and bolts powering Nintendo Labo, the upcoming, craftable Nintendo Switch add-on kits.
Console/PC, Video

Road to the IGF: Hempuli Oy's Baba Is You  
by Joel Couture [02.15.18]
Baba Is You is a puzzle game of manipulating rules, one where the regulations of a given stage are blocks players can move around to change how each area is played.
Indie, Video, IGF

Scoring emotionally complex scenes in Middle-earth: Shadow of War  
by Bryant Francis [02.14.18]
The composers of Middle-earth: Shadow of War's soundtrack swing by to talk about their process.
Console/PC, Audio, Video

Video: Storytelling strategies that will get players to care  
by Emma Kidwell [02.14.18]
In this 2014 GDC session, Pixelberry Studios' Kara Loo and Royal McGraw explain High School Story's combination of using drama, romance, comedy and cliffhangers to drive user engagement and retention.
Smartphone/Tablet, Design, Video

Alt.Ctrl.GDC Showcase: Mark Wars  
by Joel Couture [02.14.18]
Mark Wars will have players drawing lines with markers in order to guide their ever-moving robot to a goal before their opponent can.
Indie, Video, GDC, alt ctrl gdc

Road to the IGF: Fullbright's Tacoma  
by Joel Couture [02.14.18]
Tacoma immerses the player in 3D recordings of a starship's crew as they slowly face their own destruction, watching them bond and grow close together in the face of doom.
Indie, Video, IGF

Chat with the composers of Middle-earth: Shadow of War at 4PM EST!  
by Bryant Francis [02.14.18]
We're talking to the composers of Middle-earth: Shadow of War at 4PM EST! Swing by and ask your questions in Twitch chat.
Console/PC, Audio, Video

How Fourattic captured the '80s with Crossing Souls' art design  
by Jack Yarwood [02.14.18]
Spanish studio Fourattic released its '80s love letter of a game Crossing Souls this week, and here Gamasutra chats with the lead animator and artist about how the game's unique look was achieved.
Indie, Art, Design, Video

Video: Six techniques for giving the player a unique narrative  
by Emma Kidwell [02.13.18]
In this 2016 GDC talk, Paranoid Productions' Richard Rouse III explores the strengths of games with dynamic stories, taking a look at six specific techniques that have been used in a variety of games. 
Console/PC, Indie, Design, Video

Alt.Ctrl.GDC Showcase: Puppet Pandemonium  
by Joel Couture [02.13.18]
Puppet Pandemonium is about a puppet show where the characters are playing the games, with the audience joining the fun by helping them play well.
Indie, Video, alt ctrl gdc

Road to the IGF: Pocketwatch Games' Tooth and Tail  
by Joel Couture [02.13.18]
Tooth and Tail looks to simplify and streamline the RTS to make it approachable, quick, and focus on improvisation and strategy over reflexes and memorization (plus add fun animal units).
Indie, Video, IGF

Tips for building game dev tools and UX from Ubisoft's David Lightbown  
by John Harris [02.13.18]
If you're in the business of making tools for your fellow game developers, Ubisoft's David Lightbown has some thoughts about how you can make them more useful for productive professionals.
Console/PC, Design, Video

Video: Building a successful franchise with Civilization VI  
by Emma Kidwell [02.12.18]
In this 2017 GDC session, Firaxis Games' Ed Beach takes a look at several of the key subsystems in a Civilization game and reviews what design changes were incorporated for each one.
Console/PC, Design, Video

Video: The ten principles for better level design  
by Emma Kidwell [02.09.18]
In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels.
Console/PC, Design, Video

Video: How Splinter Cell: Blacklist achieved realistic AI behavior  
by Emma Kidwell [02.08.18]
In this 2014 GDC session, Ubisoft Toronto's Martin Walsh discusses the AI stealth models used on Splinter Cell: Blacklist.
Console/PC, Programming, Video