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July 20, 2018
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  • Editor-In-Chief:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Video
Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design, Video, Vault

Talk to one of the creators of Battle Chef Brigade at 3PM EST  
by Bryant Francis [11.29.17]
We're talking to one of the minds behind Trinket Studios' Battle Chef Brigade on our Twitch channel starting at 3PM EST.
Console/PC, Design, Video

Making villains relatable and heroes heroic in Star Wars Battlefront II  
by Bryant Francis [11.28.17]
We chatted with one of the writers behind Star Wars Battlefront II's campaign and stumbled into a discussion about how good and evil can be fuzzy in that galaxy far far away.
Console/PC, Design, Video

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Chat with Star Wars Battlefront 2 writer Mitch Dyer at 4:30 EST  
by Bryant Francis [11.28.17]
We're talking to one of the writers of Star Wars Battlefront 2 at 4:30 EST. Come ask your questions!
Console/PC, Design, Video

Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the player’s skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

Building the new PvE features in WoW: Battle for Azeroth 6
by Bryant Francis [11.24.17]
The makers of the new Battle for Azeroth expansion explain how island explorations are helping World of Warcraft create new co-operative experiences that help the game continue to evolve.
Console/PC, Design, Video

Portraying migrants' struggles via cellphones in Bury Me, My Love  
by Joel Couture [11.23.17]
"The vast majority of migrants have smartphones. We felt the best way to tell the story we wanted to tell efficiently was to mimic the device they use and the way they use it."
Console/PC, Indie, Art, Design, Video

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Hawaiian representative wants to clamp down on 'predatory' loot boxes 1
by Chris Kerr [11.22.17]
Representative Chris Lee from the Hawaiian House of Representatives is the latest political figure to denounce loot boxes. 
Console/PC, Business/Marketing, Video

Q&A: Musical scoring with SFX in mind for Call of Duty: WWII
by Chris Kerr [11.22.17]
"Call of Duty: WWII used original recordings of historically-accurate weaponry and vehicles, so we wanted to make sure the sound design would be unobstructed by musical elements."
Console/PC, Audio, Video

Video: Scoring Hell - Creating the music of Diablo III: Reaper of Souls  
by Staff [11.21.17]
At GDC 2015, a panel of folks who worked on Diablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Console/PC, Audio, Video, Vault

Video: How BioWare connected players' stories via the Dragon Age Keep  
by Staff [11.20.17]
At GDC 2015 BioWare's Leah Shinkewski shows how the company aggregated players' data from multiple Dragon Age games across multiple platforms and present it via the Dragon Age Keep.
Console/PC, Social/Online, Programming, Design, Video, Vault

10th Anniversary Classic Postmortem: Harmonix's Rock Band GDMag Exclusive  
by Rob Kay [11.20.17]
Harmonix's Rock Band, released on this day 10 years ago, was the culmination of the hottest gaming trend of the decade. Enjoy this in-depth postmortem, which originally ran in Game Developer magazine.
Console/PC, Art, Audio, Design, Production, Business/Marketing, History, Video, GD Mag Exclusive

Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 to share what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

Applying 'players first' logic to loot boxes and other mechanics in Hearthstone 24
by Bryant Francis [11.17.17]
Hearthstone designer Dean Ayala and producer Eric Del Priore talk about the new 'recruit' card mechanic, F2P ethics, and other development insights from the upcoming expansion Kobolds and Catacomb. 
Console/PC, Design, Production, Business/Marketing, Video

Video: How to put out fires and stay creative as a game writer  
by Staff [11.16.17]
At GDC 2017 writers George Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhrie discuss the ins and outs of being a writer in games, from AAA to indie to tabletop.
Console/PC, Indie, Design, Video, Vault

How AER's fantastic flying was built off of Cubism and Minimalism 1
by Bryant Francis [11.15.17]
We discussed the unusual origins of indie game Aer: Memories of Old over on the Gamasutra Twitch channel.
Design, Production, Video

Video: How architectural design can help you build better levels  
by Staff [11.15.17]
At GDC 2016's Level Design Workshop, trained architect and game maker Claire Hosking gave a great talk about how architectural design principles can help level designers achieve their goals.
Console/PC, Indie, Design, Video, Vault