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December 16, 2018
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Updates » Video
Chat with the developers of Mutant Year Zero: Road to Eden at 10AM ET  
by Staff [11.28.18]
The GDC Twitch channel will be streaming Mutant Year Zero: Road to Eden with the developers from The Bearded Ladies starting at 10AM PT.
Console/PC, Design, Video

Video: Playing with Pride -- When game culture & LGBTQ culture collide  
by Staff [11.27.18]
In this GDC 2018 talk, documentarian Matt Baume shares interviews with a wide array of LGBTQ devs and players to help you better understand the needs and challenges of players in the LGBTQ community.
Console/PC, Indie, Art, Design, Business/Marketing, Video, Vault

Video: How being a Dungeon Master inspired The Bard's Tale  
by Staff [11.26.18]
In this GDC 2018 postmortem, Michael Cranford shares the vision that led him to the conception of The Bard's Tale series.
Console/PC, Design, Video

For Lucas Pope, Return of the Obra Dinn was a bunch of appealing design problems 1
by Bryant Francis [11.26.18]
"If there's no problem, then I'm not that interested. But if there's a problem, if there's some restriction or some limitation, then I'm interested suddenly," says game dev Lucas Pope.
Console/PC, Programming, Design, Video

Video: Bringing hell to life -- AI and animation in DOOM  
by Staff [11.21.18]
In this GDC 2017 talk, id Software's Jake Campbell explains some of the techniques that were used to make the full-body AI animations of 2016's Doom in a modern game environment.
Console/PC, Programming, Art, Video

Video: Virtual Rick-ality Postmortem: VR lessons learned  
by Staff [11.20.18]
In this GDC 2018 talk, Owlchemy Labs' Alex Schwartz and Devin Reimer break down the successes, failures, and lessons learned during the development of Rick and Morty: Virtual Rick-ality.
VR, Design, Video

Developing the unique multi-genre murder-mystery The Hex  
by John Harris [11.20.18]
Here, Daniel Mullins tells us a bit about how he put The Hex together, from his creative process to the challenges of constructing a game that covers so much design ground.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Video: The audio processing of NieR: Automata  
by Staff [11.19.18]
In this GDC 2018 talk, PlatinumGames' Shuji Kohata explains the spatial audio techniques used in NieR: Automata's desolate landscapes and natural environments.
Console/PC, Audio, Video

Designing the procedurally-generated space sim Nimbatus  
by Joel Couture [11.19.18]
Gamasutra spoke with the Nimbatus devs to learn how they created parts that players could combine to make unique drones for specific tasks, and how they went about creating an inspiring universe.
Console/PC, Design, Video

Video: Contrast and context in BioWare story and cinematics
by Staff [11.16.18]
In this GDC 2012 talk, BioWare's Jonathan Perry examines how BioWare has used contrast and context in Mass Effect andDragon Age.
Video

Watch Francois Rizzo discuss the design of 11-11: Memories Retold  
by Bryant Francis [11.16.18]
Game designer Francois Rizzo breaks down the design decisions behind 11-11: Memories Retold.
Console/PC, Design, Video

Chat with one of WWI game 11-11: Memories Retold's designers at 3PM ET  
by Bryant Francis [11.16.18]
Tune into the GDC Twitch channel to discuss the making of 11-11: Memories Retold starting at 3PM ET.
Console/PC, Design, Video

Video: Saints Row: The Third and designing over the top  
by Staff [11.15.18]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Video

Optimization techniques for developing new NES games in the modern age  
by Emma Kidwell [11.15.18]
Morphcat Games, a studio that develops new NES games for the retro console, released an interesting video discussing optimization techniques used for its upcoming NES platformer Micro Mages.
Console/PC, Design, Video

Video: How Bound creates emotion through ballet  
by Staff [11.14.18]
In this GDC 2017 session, Plastic's Michal Staniszewski discusses Bound, a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements. 
Indie, Design, Video

Watch Question's Jordan Thomas and Michael Kelly discuss The Blackout Club  
by Bryant Francis [11.14.18]
Jordan Thomas and Michael Kelly, two triple-A industry veterans, drop by the GDC Twitch channel to discuss the production and design of The Blackout Club.
Console/PC, Design, Production, Video

Chat with the developers of The Blackout Club at 3PM ET  
by Staff [11.14.18]
The makers of The Blackout Club will be answering your questions starting at 3PM ET.
Console/PC, Design, Video

Q&A: Designing the beautifully surreal time puzzles of The Gardens Between  
by Joel Couture [11.14.18]
Gamasutra spoke with Simon Joslin and Matt Clark about designing the surreal time-manipulation puzzles of The Gardens Between.
Indie, Design, Video

Video: The art of developing audio soundscapes  
by Staff [11.13.18]
In this GDC 2018 session, Guerrilla Games' Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games.
Console/PC, Audio, Video

Designing for survival in Steam Early Access hit Green Hell  
by Joel Couture [11.13.18]
Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn about surviving in the Amazonian wilderness in Green Hell.
Design, Video