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July 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » 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

Chat with the lead developer of Aer: Memories of Old at 3PM EST  
by Bryant Francis [11.15.17]
We're chatting with the lead developer of Aer: Memories of Old at 3PM EST on the Gamasutra Twitch channel.
Console/PC, Design, Video

How Outcast: Second Contact was revived for 2017  
by Bryant Francis [11.14.17]
We talked to one of the developers who brought Outcast back from the dead, and asked how the game industry has changed from 1999 to 2017.
Console/PC, Design, Production, Video

Video: Creating Stellaris' complex AI behavior via data-driven design  
by Staff [11.14.17]
At GDC 2017 Paradox's Mehrnaz Amanat Bari gave an illuminating talk about how the game's believably flawed and quirky (but hardy) leader AI was created and implemented via data-driven design.
Console/PC, Programming, Design, Video, Vault

We're talking to Outcast: Second Contact's Franck Sauer at 3:30PM EST  
by Bryant Francis [11.14.17]
We're talking to an original developer who worked to revive the long-dormant Outcast franchise today at 3:30PM EST on Twitch.
Console/PC, Design, Video

Dev Q&A: Zachtronics team on building personality into puzzles  
by John Harris [11.14.17]
"I think the way to avoid ludo-narrative dissonance is to make it so that your story is your gameplay."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Video: A postmortem look at the making of VR sensation Tilt Brush  
by Staff [11.13.17]
At GDC 2017, Tilt Brush devs Patrick Hackett and Drew Skillman reflect on its 3 years of dev and spoke frankly about its origins, early development, company acquisition, launch, and continued support.
VR, Art, Design, Production, Video, Vault

Brawlhalla's executive producer gives advice on community building  
by Bryant Francis [11.10.17]
The executive producer of Brawlhalla joined us today to offer some tips and tricks for running a live game in 2017.
Console/PC, Design, Video

Video: How Criterion keeps dev teams happy and productive  
by Staff [11.10.17]
At GDC 2016, Criterion's Alex Mole speaks to how the studio built a process aimed at maximizing efficiency through a highly-motivated team with enough context to make good decisions all the time.
Console/PC, Production, Video, Vault

We're streaming Brawlhalla with the game's executive producer at 3PM EST  
by Bryant Francis [11.10.17]
Chat with the executive producer behind the Smash Bros-like Brawlhalla today at 3PM EST.
Console/PC, Design, Video

Conveying backstory via character and dungeon design in Sundered 1
by Alan Bradley [11.10.17]
“For Sundered, we built a world with a very complex backstory,” says Thunder Lotus Games creative director Will Dubé, “and then tried to communicate it throughout the game: through the monster and dungeon design.”
Console/PC, Indie, Design, Video

Video: Balancing trust, creativity, and business in game UX  
by Staff [11.09.17]
At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Video, Vault

War Child recruits devs for second annual Armistice Day fundraiser  
by Chris Kerr [11.09.17]
The event encourages developers to create peaceful add-ons and challenges to their games to help raise cash and awareness for the charity. 
Console/PC, Business/Marketing, Video

Discord launches Rich Presence SDK to help devs foster communities  
by Chris Kerr [11.09.17]
Discord has unveiled "Rich Presence," a new SDK that lets developers integrate with the popular chat app to make it easier for players to jump directly into game clients and play with their friends.
Console/PC, Business/Marketing, Video

Google showcases examples of what game devs can do with its voice tools  
by Alex Wawro [11.08.17]
Today Google posted a few examples of games and apps that devs can make for the company's voice assistant tech. replete with citations of tools used and, in some cases, source code.
Social/Online, Audio, Video

Video: Devs share tips on creating immersive virtual reality worlds  
by Staff [11.08.17]
At VRDC 2017 a panel of VR devs (Will Smith, Chris Pruett, Adam Orth, & Dirk Van Welden) dissect the challenge of creating immersive VR worlds & discuss what they'd learned about doing it right.
VR, Art, Audio, Design, Video, Vault

Postmortem: The totalitarian puzzle-platformer Black The Fall 6
by Cristian Diaconescu [11.08.17]
"The journey from conception to release was a crazy ride, with ups and downs. We learned so much, made a few mistakes, and scored a lot of successes. Hopefully they'll help you."
Console/PC, Production, Business/Marketing, Video

How the small size of Piranha Bytes influences the unique feel of Elex  
by Bryant Francis [11.07.17]
We chatted with the director of Piranha Bytes' latest role-playing game Elex.
Console/PC, Design, Business/Marketing, Video