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July 10, 2020
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Updates » Video
Video: The math behind predictable projectiles in games 1
by Staff [10.11.19]
In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming in game design.
Console/PC, Indie, Programming, Video, Vault

Watch Mike Z and Mariel Cartwright break down the making of Indivisible  
by Bryant Francis [10.10.19]
Watch two of the lead developers at Lab Zero Games share stories about the development of Indivisible.
Console/PC, Design, Video

Chat with the creators of Indivisible at 3PM ET  
by Bryant Francis [10.10.19]
Chat with gamemakers Mike Z and Mariel Cartwright today on the GDC Twitch channel about their new game Indivisible.
Console/PC, Design, Video

An untitled Untitled Goose Game analysis 1
by Katherine Cross [10.09.19]
Columnist Katherine Cross examines the ingredients that made House House's fantastic Untitled Goose Game a runaway hit as opposed to a mere cult classic.
Console/PC, Indie, Art, Design, Video

Video: Inside the process of solving a Nintendo-backed coding challenge  
by Staff [10.08.19]
At GDC 2017 coder Mike Acton walks through the process of solving a Nintendo-sponsored programming challenge to help you better understand how to efficiently overcome coding challenges in game dev.
Console/PC, Programming, Video, Vault

A closer look at Control's reality-bending VFX  
by Alissa McAloon [10.07.19]
A recent Polygon video talks to VFX artists at studios like Avalanche Studios and Remedy to dig into how developers create convincing explosions, realistic or otherwise.
Console/PC, Art, Video

Video: A game dev's guide to better representing and supporting disabilities  
by Staff [10.07.19]
In this 2019 GDC talk Cherry Thompson explores why disabled representation is so powerful, why the industry keeps getting it so wrong and how game designers might be able to do better in the future!
Console/PC, Indie, Video, Vault

Designing the personality-based narrative system of Jenny LeClue  
by Jack Yarwood [10.07.19]
Indie studio Mografi tells us how the team designed the narrative system of Jenny LeClue - Detectivu, and how choices were implemented to define character personality, as opposed to shaping the plot.
Console/PC, Smartphone/Tablet, Indie, Design, Video

Video: Go behind the scenes of Forza Horizon 3's mesmerizing skies  
by Staff [10.04.19]
In this 2017 GDC talk Playground Games' Jamie Wood explains how the company developed a technique for shooting high resolution 24 hour HDR time-lapse photography in Forza Horizon 3. 
Console/PC, Design, Video

Video: A game programmer's guide to the math of deep learning  
by Staff [10.03.19]
In this 2017 GDC talk, creative.ai's Alex Champandard looks at the mathematics behind deep neural networks and how to apply it to game development for fun and (hopefully!) profit.
Console/PC, Programming, Video, Vault

Watch Adam Saltsman explain how Overland was 'tuned for drama'  
by Bryant Francis [10.02.19]
Adam Saltsman breaks down the design decisions that contributed to Overland over on the GDC Twitch channel.
Console/PC, Smartphone/Tablet, Design, Video

Video: A tech director's guide to communication, ROI, and triage  
by Staff [10.02.19]
In this 2017 GDC talk Mike Acton shared specific tips and advice on being a good tech director and ensuring that the most important things get done (and done well) when programming video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production, Video, Vault

Video: Game artists offer advice on building a killer portfolio  
by Staff [10.01.19]
Artists Greg Foertsch, Moby Francke, Gavin Goulden, Claire Hummel, Wyeth Johnson and Alison Kelly share advice on portfolio pitfalls, how to avoid them, and how to hold an art director's attention!
Console/PC, Indie, Art, Video, Vault

Video: Crowdfunding your video game in 2019  
by Staff [09.30.19]
In this 2019 GDC session, ICO Partners' Thomas Bidaux goes over the current state of crowdfunding for video games and offers timely advice for devs considering it as a funding option.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: How vehicles replicate and collide in Watch Dogs 2 multiplayer  
by Staff [09.27.19]
In this 2017 GDC talk Ubisoft's Matt Delbosc reveals how Watch Dogs 2 replicates vehicle trajectories, compensates for network lag, and realistically represents player-on-player crashes. 
Console/PC, Social/Online, Programming, Design, Video, Vault

Designing the varied control schemes of multi-animal wonder Lost Ember  
by Aron Garst [09.27.19]
In Mooneye Studios' upcoming game Lost Ember, players control a wide variety of animals, including a wolf, a duck, an otter, and more. Developer Tobias Graff told us how the studio tackled the many-animal problem.
Indie, Art, Design, Video

Video: Practical tips for designing memorable characters  
by Staff [09.26.19]
In this 2017 GDC talk, concept artists Simon Stafsnes Andersen, Laurel Austin, Claire Hummel, Richard Lyons and Justin Thavirat share their ideas on how to create compelling characters.
Console/PC, Art, Video

Raven Software devs look back at the making of Jedi Outcast 2
by Bryant Francis [09.25.19]
Watch four veteran developers of Raven Software's Jedi Knight II: Jedi Outcast discuss the design and development of the original game.
Console/PC, Design, Video

Video: Living a long, full, and fulfilling life in game development  
by Staff [09.25.19]
In this 2019 GDC session game makers Raph Koster, Brie Code, JC Lau, and Osama Dorias share some of their philosophies and ideas on how their very different career paths have manifested.
Video, Vault

Chat with the developers of Jedi Knight II: Jedi Outcast at 3PM EST  
by Bryant Francis [09.25.19]
Four members of the Jedi Knight II: Jedi Outcast development team are dropping by the GDC Twitch channel to discuss the original game's development.
Console/PC, Design, Video