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Updates » Video
Brenda Romero breaks down Empire of Sin's complex relationship system  
by Aron Garst [12.05.19]
Famed game developer Brenda Romero tells us all about the autonomous character interaction system of her upcoming gangster-centric strategy management game, Empire of Sin.
Console/PC, Indie, Design, Video

Video: A game dev's guide to designing games with social impact  
by Staff [12.04.19]
In this 2019 GDC talk Elizabeth Maler presents her innovative ways of designing, writing and playtesting social impact games, and gives advice on how to ensure their ability to change lives. ​
Serious, Design, Video, Vault

Chat with the team behind Superliminal at 6PM EST  
by Bryant Francis [12.04.19]
Learn about the development of Superliminal in this chat with Pillow Castle Games' Albert Shih.
Console/PC, Design, Video

Video: Breathing life into the machines of Horizon Zero Dawn  
by Staff [12.02.19]
In this 2018 GDC session, Guerrilla Games' Richard Oud discusses what it took for the team to create the mechanical beasts of Horizon Zero Dawn from scratch.
Console/PC, Art, Video, Vault

Super Mario Maker 2's first big update brings new mode, playable Link  
by Alissa McAloon [12.02.19]
Another popular Nintendo character makes an appearance in the DIY Switch game Super Mario Maker 2, this time with his own skillset.
Console/PC, Video

Video: Embracing the co-op model in indie games  
by Staff [11.26.19]
In this 2019 GDC panel, developers Scott Benson, Ted Anderson, Steve Fillby, Ian Thomas and Bethany Hockenberry discuss life as indie devs and share their experiences forming workers co-ops.
Indie, Production, Business/Marketing, Video, Vault

Video: How Riot creates new League of Legends champions  
by Staff [11.22.19]
In this 2017 GDC talk, Riot Games' Jeremy Lee shares the creative tools and production framework they've developed to create new champions for League of Legends.
Social/Online, Design, Production, Video, Vault

Video: Adopting continuous delivery to combat crunch on Sea of Thieves  
by Staff [11.21.19]
In this 2018 GDC talk, Rare's Jafar Soltani explains how Rare changed its culture and approach for developing Sea of Thieves by adopting 'continuous delivery.'
Social/Online, Production, Video, Vault

Video: Inside the art design of Firewatch  
by Staff [11.20.19]
In this 2015 GDC talk Firewatch artist Jane Ng discuss the challenges of translating a bold 2D graphic style into the game's vibrant 3D environments. 
Indie, Art, Video, Vault

Video: Game design insights from the GDC 2019 Failure Workshop  
by Staff [11.19.19]
In this set of talks from GDC 2019 set of talks, three modern game makers share real talk and lessons learned from some of their recent failures.
Indie, Design, Video, Vault

Video: How Rockstar tackles environment design as spatial cinematography  
by Staff [11.18.19]
In this 2019 GDC session, Rockstar North's Miriam Bellard explores the concept of spatial cinematography in theory and practice using examples from GTA V Online DLC. 
Console/PC, Design, Video, Vault

Logitech has made an expansive accessory kit for the Xbox Adaptive Controller  
by Chris Kerr [11.18.19]
Logitech has created a new 'Adaptive Gaming Kit' to help make the Xbox Adaptive Controller even more accessible.
Console/PC, Design, Video

Video: Top game composers share hard-won advice and lessons learned  
by Staff [11.15.19]
In this 2017 GDC session composers Mick Gordon, Jason Graves, Grant Kirkhope, Wilbert Roget, Rich Vreeland and Austin Wintory share stories of lessons they learned in the professional trenches.
Console/PC, Indie, Audio, Video, Vault

Video: Inside Far Cry Primal's character pipeline and customization tech  
by Staff [11.14.19]
In this 2017 GDC talk, Ubisoft's Julien Lalleve and Kieran O'Sullivan describe how they moved from their 3DS Max-based pipeline to a cross-software character pipeline for Far Cry Primal..
Console/PC, Art, Production, Video, Vault

Video: How Techland built Dying Light's remarkable parkour system  
by Staff [11.13.19]
In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.
Console/PC, Design, Video, Vault

Video: An indie game dev's guide to contracting  
by Staff [11.12.19]
In this 2019 GDC session, ClutchPlay Games' Amy Dallas explores different ways to structure contract projects for game devs in the world of freelance.
Indie, Business/Marketing, Video, Vault

Q&A: Designing the foreboding Apple Arcade Soulslike Bleak Sword  
by John Harris [11.12.19]
We speak with more8bit's Luis Jimenez about his excellent minimalistic Soulslike Bleak Sword.
Smartphone/Tablet, Indie, Design, Video

Video: Insights from the GDC 2019 Narrative Innovation Showcase  
by Staff [11.11.19]
In this 2019 GDC talk a group of creative game makers share stories behind their innovative narrative creations: the ambitions they had, the challenges they faced, the solutions they invented.
Console/PC, Indie, Design, Video, Vault

New Noclip vid offers devs an inside look at how the ESRB works  
by Alex Wawro [11.11.19]
Danny O'Dwyer and the team at Noclip published a short documentary today about how the ESRB team works, and it offers a grab bag of insights into how games are evaluated and marketed.
Console/PC, Business/Marketing, Video

Video: How to make your game more metal  
by Staff [11.08.19]
In this 2017 GDC talk, Dakota State University's Jeff Howard explores how themes common in the heavy metal genre can become a foundation for video game storytelling.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault