Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » 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

Alt.Ctrl.GDC Showcase: Hi-5 Heroes  
by Joel Couture [02.08.18]
Hi-5 Heroes will have players high-fiving, down lowing, and too-slowing to the beat as they work to follow differing sets of instructions.
Indie, Video, alt ctrl gdc

Video: Tales of a video game drag queen - Making Kitty Powers' Matchmaker  
by Staff [02.07.18]
At GDC 2015 Magic Notion's Richard Franke digs into how to make a funny, inclusive dating game as he charts the development of hilarious drag queen-hosted mobile dating sim Kitty Powers' Matchmaker.
Indie, Art, Design, Production, Business/Marketing, Video, Vault

Video: How Runescape never missed an update  
by Emma Kidwell [02.06.18]
In this 2016 GDC session, Jagex's Conor Crowley covers how the development team for RuneScape moved from an established development process to multiple agile cross-disciplined teams without missing an update.
Console/PC, Design, Video

Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by John Harris [02.06.18]
We swipe right into the weirdness of Reigns: Her Majesty with Nerial lead developer Francois Alliot.
Console/PC, Smartphone/Tablet, Design, Production, Video

Alt.Ctrl.GDC Showcase: Voiceball  
by Joel Couture [02.05.18]
Voiceball will have players using the waveform of their voices to knock a ball back and forth, competitively making odd noises to score goals.
Indie, Video, GDC, alt ctrl gdc

Video: How to improve communication during artistic critique  
by Emma Kidwell [02.02.18]
In this 2016 GDC session, Secret Portal's Jeff Hesser practical strategies that can be used by anyone who needs to give or receive critical feedback about art in video game production.
Console/PC, Art, Production, Video

Night in the Woods' co-creator explains improv game design  
by Bryant Francis [02.02.18]
We chatted with Night in the Woods co-creator Scott Benson about some of the inspirations for his cult-classic game.
Console/PC, Design, Video

How Tetris was discovered in America 1
by Emma Kidwell [02.02.18]
Experienced video game historian Norman Caruso has published a new video to his Gaming Historian YouTube channel which breaks down the story of Tetris.
Serious, Design, Video

We're streaming Night in the Woods (on Switch!) with Scott Benson at 3PM EST  
by Bryant Francis [02.02.18]
Night in the Woods co-creator Scott Benson is answering your questions at 3PM EST on Twitch!
Console/PC, Design, Video

Video: Double Fine dev on how to be an effective team lead  
by Emma Kidwell [02.01.18]
In this 2016 GDC talk, Double Fine's Oliver Franzke shares lessons he learned while settling into a leadership position and provides advice to will help new team leads get started in their new role.
Console/PC, Design, Video

How a Wes Anderson movie prop maker helped develop That's You! 1
by Alex Wiltshire [02.01.18]
To help design a party game that made players feel comfortable and whimsical, That's You! developer Wish Studios turned to graphic designer Annie Atkins, best known as a prop maker for film & TV.
Console/PC, Smartphone/Tablet, Design, Video

Video: The tools used to design Rayman Legends 1
by Emma Kidwell [01.31.18]
In this 2014 GDC session Ubisoft Montpellier's Chris McEntee describes the design team's approach to creating the worlds of Rayman Legends.
Console/PC, Design, Video

Game Design Deep Dive: Creating comfortable UI for VR strategy in Skyworld 2
by Paul van der Meer [01.31.18]
"Although there is a strong urge to use as many real-life interactions as possible, this gets physically tiresome quickly. Make sure you require the least amount of strain to play." - Paul van der Meer, VR game designer at Vertigo Games,
VR, Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Making 3D climbing work in an isometric RPG: Seven: The Days Long Gone  
by Bryant Francis [01.30.18]
The developers of Seven: The Days Long Gone sit down to share some technical insight into the design of their isometric CRPG.
Console/PC, Design, Video

Video: How artists embraced change in BioShock Infinite  
by Emma Kidwell [01.29.18]
In this GDC 2014 session, artist Gavin Goulden discusses the development of Elizabeth from BioShock Infinite and BioShock Infinite: Burial at Sea in the context of an asset pipeline.
Console/PC, Art, Video

How Anamorphine strives to depict mental health differently  
by Emma Kidwell [01.29.18]
In a Noclip Sessions interview, producer at Artifact 5 Samantha Cook discusses the challenges of depicting mental health in a surreal way for their upcoming title Anamorphine
Indie, Design, Video

Video: How to solve design problems through examining real sports  
by Emma Kidwell [01.26.18]
In this 2013 GDC session, game designer Bennett Foddy discusses five different ways that real world sports have solved risk/reward problems in game design.
Design, Video

Blizzard is monitoring YouTube videos to curb toxic Overwatch behavior  
by Alissa McAloon [01.26.18]
Overwatch director Jeff Kaplan says that the team is making strides on better policing toxic and harmful in-game behavior, partially by being proactive outside the game itself.
Console/PC, Social/Online, Video

Video: Developing Rogue Legacy on a budget  
by Emma Kidwell [01.25.18]
In this 2014 talk, Cellar Door Games' Kenny Lee and Teddy Lee discuss the creation of Rogue Legacy and how they spent under $15k by prioritizing solutions that were cheap, fast, and reusable.
Indie, Business/Marketing, Video