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December 14, 2018
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Updates » Video
Video: How EA Sports games are designed for blind players  
by Staff [05.15.18]
In this GDC 2018 session, EA Sports' Karen Stevens discusses how gameplay without sight is currently possible for many popular EA titles.
Console/PC, Design, Video

Why procedural levels were better than handmade ones for City of Brass  
by Bryant Francis [05.15.18]
The developers behind City of Brass describe what they've learned while taking up the technology of procedural generation.
Console/PC, Design, Video

Video: A lawyer's guide to practical IP law for indies  
by Staff [05.14.18]
Games lawyer Chris Reid returns to the stage at GDC 2018 to try and break down everything indies should know about intellectual property law (esp. copyrights and trademarks) in the game industry.
Indie, Business/Marketing, Video, Vault

Chat with the developers of City of Brass at 7PM EDT  
by Bryant Francis [05.14.18]
The developers of City of Brass are beaming in from the land down under to discuss their procedurally-generated dungeon crawler at 7PM EDT.
Console/PC, Design, Video

Sponsored Content
Sponsored: How one Korean studio brought its hit mobile game to VR  
by Nanali Studios [05.14.18]
Nanali Studios from Seoul, South Korea explains the process of bringing its mobile game with over 500K downloads to VR.
VR, Console/PC, Indie, Design, Business/Marketing, Video, Sponsored Article

Researchers teach AI the art of 'interesting' level design  
by Chris Kerr [05.14.18]
"Our research is meant to be a step toward intelligent tools to help level designers in generating better levels with less effort, not to substitute them."
Console/PC, Business/Marketing, Video

Japanese devs reflect on the recent renaissance of Japanese games  
by Alex Wawro [05.11.18]
Notable Japanese game devs speak to the state of the Japanese game industry, and the factors behind its recent renaissance of flashy, well-received games, in a fascinating new Archipel documentary.
Console/PC, Indie, Design, Business/Marketing, Video

Video: Tips and tricks for animators  
by Staff [05.11.18]
In this GDC micro-talk session, six animators from established studios deliver advice in short, 5-minute bursts.
Console/PC, Art, Video

Video: Reclaiming your creative drive in the face of hardship 1
by Staff [05.10.18]
In this 2018 GDC session, game designer Laralyn McWilliams provides tools to recognize when you're deep in the well of darkness and goes into methods to help reclaim your creativity.
Serious, Production, Video

How the QUBE 2 devs built a better massive 3D puzzle labyrinth 1
by Jack Yarwood [05.10.18]
Q.U.B.E. 2 creative director Dave Hall opens up about how the team at Toxic Games made it, why they switched from Kismet to Blueprint, and what works when you're making a 3D puzzle game with a story.
Indie, Design, Video

Video: The potential of interactive fiction  
by Staff [05.09.18]
In this GDC 2015 session, Choice of Games' Heather Albano provides some examples of important interactive fiction games released over the last few years.
Indie, Design, Video

Video: Warren Spector on the problems and potential of game narratives  
by Staff [05.08.18]
In this GDC 2013 session, veteran game designer Warren Spector goes over his personal view of the unique role narratives play in interactive entertainment.
Console/PC, Design, Video

Video: Inside the performance capture process for Infamous: Second Son  
by Staff [05.07.18]
At GDC 2014 Sucker Punch's Spencer Alexander gives a great talk that delves deep into how the studio managed to create the remarkably lifelike facial animations at play in Infamous: Second Son
Console/PC, Art, Production, Video, Vault

Making every procedurally-generated playthrough feel unique in Swords of Ditto  
by Jack Yarwood [05.07.18]
"We were just making a procedurally-generated game,” says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached."
Indie, Design, Video

Video: Building the Just Cause 3 animation and rigging pipeline  
by Staff [05.04.18]
At GDC 2018 Avalanche Studios’ Brian Venisky showcases the decisions and solutions made to solve key issues and serve the needs for creating animation content for the high-flying game.
Console/PC, Art, Production, Video, Vault

Video: How to build games that can be understood at a glance  
by Staff [05.03.18]
At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC, Indie, Art, Design, Video, Vault

Video: Fizzy Brushstrokes - Crafting the art of Knights & Bikes  
by Staff [05.03.18]
At GDC 2018, Foam Sword's Rex Crowle shares exactly how he created the striking visual style at play in the studio's upcoming co-op action-adventure game Knights & Bikes.
Indie, Art, Video, Vault

Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Bryant Francis [05.02.18]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design, Video

Video: How XCOM 2 hid smaller stories in plain view 1
by Staff [05.01.18]
In this 2018 GDC session, Firaxis Games' Justin Rodriguez explores the different components of environmental storytelling in XCOM 2.
Console/PC, Design, Video

Disturbing players with unsettling camerawork in Paratopic  
by Diego Arguello [05.01.18]
Paratopic devs Doc Bufford, Jess Harvey and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design, Video