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January 16, 2019
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Updates » Video
Video: The combat design of DOOM 1
by Staff [05.21.18]
In this GDC 2018 session, id Software's Kurt Loudy & Jake Campbell go into the philosophy behind the combat design of 2016's DOOM and its implementation.
Console/PC, Design, Video

What makes a great idle animation? Devs share their favorites 2
by Joel Couture [05.21.18]
From Rocket Knight Adventures to Ristar to Shantae, devs celebrate their favorite idle animations in games -- and how those little glimpses of character breathe life into virtual worlds.
Console/PC, Indie, Art, Video

Watch Scavenger Studio discuss making Darwin Project a watchable game 1
by Bryant Francis [05.18.18]
Lead developers Simon Darveau and Keane Tan discuss the process of making 'watchable' multiplayer games while we stream Darwin Project.
Console/PC, Design, Video

Video: The visual development of Metal Gear Solid V: Ground Zeroes  
by Staff [05.17.18]
In this GDC 2013 sponsored session, Hideo Kojima and members of Kojima Productions discuss the workflow and development of Metal Gear Solid V: Ground Zeroes.
Console/PC, Art, Design, Video

Omensight's developers discuss making a murder mystery in just 18 months  
by Bryant Francis [05.16.18]
One of the co-creators of Omensight shares tips on managing narrative variables, streamlining animation inspiration and lessons from real-life martial arts in video games.
Console/PC, Design, Video

We're chatting with the devs behind Omensight at 3PM EDT  
by Bryant Francis [05.16.18]
We're diving into a hack-and-slash murder mystery with the makers of Omensight starting at 3PM EDT.
Console/PC, Design, 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