Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 21, 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: Insomniac's unconventional pitch for Sunset Overdrive  
by Emma Kidwell [03.07.18]
In this 2015 GDC talk, Insomniac Games' Drew Murray discusses how the team pitched Sunset Overdrive without referencing other games as examples.
Console/PC, Design, Production, Video

Road to the IGF: Matt Makes Games' Celeste  
by Joel Couture [03.07.18]
Celeste takes players on daring, challenging mountain climbs, with its music carrying the player along the varied emotions the heroine feels along her adventure.
Indie, Video, IGF

Chat with Fortnite's user experience researcher at 3PM EST  
by Bryant Francis [03.07.18]
If you've got an interest in UX, join us at 3PM EST for a chat with Epic Games' Ben Lewis-Evans to talk about the UX research driving Fortnite!
Console/PC, Design, Video

Video: Designing a new UI system for The Division  
by Emma Kidwell [03.06.18]
In this 2017 GDC talk, Ubisoft Massive's Christian Savoie covers some of the major lessons learned while developing new technology and creating the UI for The Division.
Console/PC, Design, Video

Video: How Gone Home was localized by fans  
by Emma Kidwell [03.05.18]
In this 2014 GDC talk, The Fullbright Company's Johnnemann Nordhagen explains how Gone Home enabled, supported, and encouraged fan-made translations for the game.
Indie, Production, Video

Road to the IGF: Brianna Lei's Butterfly Soup  
by Joel Couture [03.05.18]
Butterfly Soup explores love between young women over baseball, having players connect closely with some friends as they play, talk, and text together.
Indie, Video, IGF

3 game design nuggets from Horizon Zero Dawn designer Eric Boltjes 2
by Bryant Francis [03.02.18]
One of Horizon Zero Dawn's lead designers discusses key lessons from the game's development process as we get eaten by mechanical monsters in The Frozen Wilds.
Console/PC, Design, Video

Video: Rune Factory dev shares Marvelous tips for RPG design  
by Staff [03.02.18]
At GDC 2013 veteran game dev Yoshifumi Hashimoto shares lessons learned from his time working in a lead role on the Bokujō Monogatari (Harvest Moon / Story of Seasons) and Rune Factory games
Console/PC, Design, Video

Road to the IGF: ULTRA ULTRA's Echo  
by Joel Couture [03.02.18]
Echo takes players to a palatial space station, one eerily filled with clones of the heroine that shift and adapt to the player’s style, taking their actions as their own.
Indie, Video, IGF

Chat with Horizon Zero Dawn lead designer Eric Boltjes at 3PM EST  
by Bryant Francis [03.02.18]
We're talking to the lead designer on Horizon Zero Dawn at 3PM EST about the game's design. Come ask your questions!
Console/PC, Design, Video

Designing Florence to convey the ineffable feeling of being in love  
by Joel Couture [03.02.18]
"I learned a lot about storytelling during this," says creative director Ken Wong. "So much of it is about making the characters relatable, getting [players] to feel like they've been in this moment."
Smartphone/Tablet, Indie, Art, Audio, Design, Video

Video: The physics behind Blizzard's character controller  
by Emma Kidwell [03.01.18]
In this 2014 GDC talk, Blizzard Entertainment's Erin Catto discusses how to write and implement a character controller using swept collision and an iterative solver.
Console/PC, Programming, Video

Road to the IGF: Infinite Fall's Night in the Woods  
by Joel Couture [03.01.18]
Night in the Woods aims to capture that feeling of trying to go home to a place that no longer exists, following Mae back to her old town and friends to find it all very different now.
Indie, Video, IGF

Video: Identifying useful data for Halo 1
by Emma Kidwell [02.28.18]
In this 2016 GDC talk, 343 Industries' Tom Mathews discusses the challenge in identifying the most useful information from big data.
Console/PC, Programming, Video

Road to the IGF: E-Studio's Tormentor X Punisher 3
by Joel Couture [02.28.18]
Tormentor X Punisher draws the player into bloody, frantic gunplay with pounding music, screen-shaking effects, and a few hidden audio tricks that make the player's actions part of the sound.
Indie, Video, IGF

Discuss good game monetization with Guild Wars 2's Crystin Cox at 3PM EST  
by Bryant Francis [02.28.18]
We're talking to the game director of Guild Wars 2 about good monetization in game design at 3PM EST.
Console/PC, Design, Video

Video: The level design of Celeste  
by Emma Kidwell [02.27.18]
In this 2017 GDC session, lead developer of Celeste Matt Thorson goes into detail about designing numerous hardcore platforming stages that make up the game. 
Indie, Design, Video

Road to the IGF: Maggese's Don't Make Love  
by Joel Couture [02.27.18]
Don't Make Love puts the players in the role of mantis lovers on the verge of a life-changing decision, having them use their own words to talk through this difficult decision.
Indie, Video, IGF

Obscure 1984 Donkey Kong game released online 1
by Alissa McAloon [02.27.18]
Previously, the Hudson Soft-developed PC title had only been available in Japan as one of the many Nintendo games licensed as PC games in the ‘80s.
Console/PC, Video

Building the original Thief's revolutionary stealth system 1
by Chris Kerr [02.27.18]
"It was one of the things we didn't fully understand. We had to feed back to the player their stealth state in terms of visibility. Showing that in a very clear way was important."
Console/PC, Design, Production, Video