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October 22, 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






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Updates » Video
Video: Alternative ways to approach concept art 1
by Staff [04.19.18]
In this 2015 GDC session, One Pixel Brush's Shaddy Safadi explains how AAA games need not only concept artists, but concept designers.
Console/PC, Art, Video

Into the Breach's designers explain how to follow up from a hit game  
by Bryant Francis [04.18.18]
The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game.
Console/PC, Design, Video

How to market a game with minimal budget  
by Staff [04.18.18]
No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders.
Indie, Business/Marketing, Video

Chat with the developers behind Into the Breach at 3PM EDT  
by Bryant Francis [04.18.18]
We're chatting with the minds who brought you Into the Breach at 3PM EDT. Come by and ask questions!
Console/PC, Design, Video

Video: How the classic arcade game NBA Jam was designed  
by Staff [04.17.18]
Learn about the development of NBA Jam in this 2018 GDC session postmortem.
Console/PC, Design, Video

Video: Building a community around PlayerUnknown's Battlegrounds  
by Staff [04.16.18]
In this 2018 GDC session, PUBG Corp's Sammie Kang explains how PlayerUnknown's Battlegrounds communicated with a small player base since its pre-alpha test phase.
Console/PC, Business/Marketing, Video

Watch us play Where the Water Tastes Like Wine with the lead dev  
by Bryant Francis [04.13.18]
The Gamasutra editorial team sits down to discuss the fate and fortune of Dim Bulb Games after launching Where the Water Tastes Like Wine.
Console/PC, Design, Video

Video: A postmortem of the original Sonic the Hedgehog  
by Staff [04.13.18]
In this GDC 2018 session, Naoto Ohshima and Hirokazu Yasuhara discuss their perspectives on the creation of Sonic the Hedgehog.
Console/PC, Design, Production, Video

Chat with the lead developer of Where the Water Tastes Like Wine at 3PM EDT  
by Bryant Francis [04.13.18]
Join us for a chat about indie game design as we play Where the Water Tastes Like Wine at 3PM EDT!
Console/PC, Design, Video

How Rainbow Six Siege was rendered  
by Staff [04.12.18]
In this 2016 GDC session, Ubisoft Montreal's Jalal Eddine El Mansouri goes into the work accomplished by the graphics team in order to ship Rainbow Six Siege.
Console/PC, Programming, Video

Video: From concept to console: A Horizon Zero Dawn postmortem  
by Staff [04.11.18]
In this GDC 2018 session, Guerrilla Games' Eric Boltjes discusses the development of Horizon Zero Dawn.
Console/PC, Design, Video

Making life better for QA, according to Failbetter's QA lead 2
by Bryant Francis [04.11.18]
Failbetter QA tester Lesleyann White shares some thoughts about making life better for your QA testers while we check out Sunless Skies.
Console/PC, Production, Video

Creating fluid combat animations for the new God of War  
by Chris Kerr [04.11.18]
Veteran animator Kristjan Zadziuk explores how Sony Santa Monica created Kratos' fluid combat animations in the upcoming God of War game.
Production, Video

Peer into the development of Failbetter's Sunless Skies at 1PM EDT  
by Bryant Francis [04.11.18]
We're checking in with Failbetter on the state of Sunless Skies today at 1PM EDT!
Console/PC, Programming, Production, Video

Video: How good game design is like a magic trick  
by Staff [04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC, Indie, Design, Video, Vault

Have a look at Atomontage's voxel tech, built to replace polygons 7
by Alex Wawro [04.09.18]
The Atomontage voxel tech has been in R&D for over 15 years, and will be available for use by multiple industries sometime next year. 
Console/PC, Programming, Video

Video: How Rare crafted the look and feel of Sea of Thieves  
by Staff [04.09.18]
At GDC 2018 Rare art director Ryan Stevenson reveals how the studio settled on and crafted the game's unique look, sharing behind-the-scenes insight into the game's visual development.
Console/PC, Social/Online, Art, Video

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video