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Updates » Video
Video: How Bungie crafted the music of Destiny 2's open world  
by Staff [01.29.20]
In this 2018 GDC session, composer C. Paul Johnson and Bungie's Skye Lewin and Michael Sechrist walk through the process of designing the score and musical approach for open-world shooter Destiny 2.
Console/PC, Social/Online, Audio, Video, Vault

Video: What a decade with Thoreau can teach you about game design  
by Staff [01.28.20]
In this 2019 GDC talk, designer Tracy Fullerton discusses the design challenges of translating Henry David Thoreau's classic work Walden into a game and shares what game devs can learn from Thoreau.
Indie, Design, Video, Vault

Q&A: How Steam co-op hit GTFO chooses depth over breadth in game design  
by John Harris [01.28.20]
"Our philosophy was that we’d rather be one of few ducks in a small pond, than being one of many ducks--and probably a comparatively small one--in a big pond," says 10 Chambers Collective co-founder Simon Viklund.
Console/PC, Indie, Design, Video

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: Zachtronics' Eliza 1
by Joel Couture [01.27.20]
Seumas McNally Grand Prize-nominated Eliza puts therapy in the hands of an AI, using algorithm and data to attempt to solve humanity's problems and asking what problems will come of this.
Indie, Video, IGF

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive science and the scientific method to make your game enjoyable and engaging in the long term.
Console/PC, Design, Video, Vault

Road to the IGF: inkle's Heaven's Vault  
by Joel Couture [01.24.20]
Heaven's Vault follows an archaeologist trying to translate a lost language in an ancient Nebula, finding its hidden meanings one symbol at a time.
Indie, Video, IGF

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Video: Showcasing your indie game with the right messaging and video  
by Staff [01.22.20]
In this 2019 GDC talk editor Derek Lieu and marketer Dana Trebella teach a practical process to find your indie game's unique message, and how to explain the hook via strong visuals and trailers.
Indie, Business/Marketing, Video, Vault

Road to the IGF: Mega Crit Games' Slay the Spire  
by Joel Couture [01.22.20]
Slay the Spire tasks players with creating decks of cards that combine into crushing combos that will smash anything in their path.
Indie, Video, IGF

Video: A performance and memory postmortem of Middle-earth: Shadow of War  
by Staff [01.21.20]
In this 2018 GDC session, Monolith Productions' Piotr Mintus shares the engineering strategies used at Monolith to achieve 30fps and fit everything in memory on Middle-earth: Shadow of War.
Console/PC, Art, Production, Video, Vault

Video: How Bungie improved the audio workflow for Destiny: Rise of Iron  
by Staff [01.17.20]
In this 2017 GDC session, Bungie's Kareem Shuman explains how Bungie's audio QA team improved the tools and workflow to assist the content creators from day one of working on Destiny: Rise of Iron.
Console/PC, Social/Online, Audio, Production, Video, Vault

Video: How to talk about games with those who don't approve  
by Staff [01.16.20]
In this 2019 GDC talk educators Lindsay Grace, Mia Consalvo, Roger Altizer, and Andy Phelps provide devs with the facts they need to competently reply to those opposed to the game industry.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Designing the mind-bending perspective puzzles of Superliminal 1
by Bryant Francis [01.16.20]
Superliminal lead designer Albert Shih breaks down the logic behind the game's perspective-driven scaling mechanic and its unique puzzles.
Console/PC, Design, Video

Video: How Call of Duty handles automated testing and profiling  
by Staff [01.15.20]
In this 2018 GDC talk, Activision's Jan van Valburg outlines how Activision's continuous integration tooling for Call of Duty works under the hood, and how it differs from other common solutions.
Console/PC, Production, Video, Vault

Video: Developing asymmetrical multiplayer horror game Dead by Daylight  
by Staff [01.14.20]
In this 2018 GDC session Behaviour Interactive’s Dave Richard shares the story behind developing Dead by Daylight, a popular 2016 asymmetrical survival horror game about avoiding a terrifying killer.
Social/Online, Indie, Design, Video, Vault

Video: Art direction advice for crafting triple-A game UI  
by Staff [01.13.20]
In this 2018 GDC talk, DICE LA's Omer Younas explains how to create consistent, engaging UI art for triple-A games using relevant theory and best practice.
Console/PC, Art, Video, Vault

Designing Manifold Garden's believably unbelievable world and puzzles  
by John Harris [01.13.20]
At the start, Manifold Garden appears to be a simple block-moving puzzle game, but before long there are impossible sights at play that demonstrate the strange implications of the world
Indie, Design, Video

Video: Understanding the bottom-up design philosophy behind Crashlands  
by Staff [01.10.20]
In this 2018 GDC talk Butterscotch Shenanigans' Seth Coster breaks down the studio's bottom-up design approach & discusses the implications for project and team management on games like Crashlands.
Console/PC, Indie, Design, Video, Vault

Video: How to be a better leader in game dev  
by Staff [01.09.20]
In this 2017 GDC session, Schell Games founder Jesse Schell presents simple principles of game studio leadership that can help anyone become a better leader, no matter how big or small the team.
Console/PC, Indie, Business/Marketing, Video, Vault