Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 25, 2021
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Video
Playing with light and dark in the ambitious debut, Shady Part of Me  
by Joel Couture [06.01.21]
"We wanted to create an ambiance for the players. Let them feel how the character feels, but not tell them how to feel." says Sarah Hourcade, producer for Shady Part of Me.
Video, IGF

Video: Using animated gifs to sell your game  
by Staff [05.28.21]
In this 2019 GDC session, Future Friends Games' Thomas Reisenegger provides tips on how to market your game through animated .gifs, as well as platform-specific gif advice for Steam, Twitter, etc.
Console/PC, Business/Marketing, Video

Video: A classic postmortem of the original Sonic the Hedgehog  
by Staff [05.27.21]
In this 2018 GDC session, Naoto Ohshima & Hirokazu Yasuhara, two of the minds behind the original Sonic the Hedgehog, discuss their perspectives on the creation of the seminal game franchise.
Console/PC, Design, Video

Bringing out players' creativity in the wondrous Chicory: A Colorful Tale  
by Joel Couture [05.26.21]
"People of all ages, cultures and backgrounds enjoy being creative, so it seems only natural to make games which center that activity," says Greg Lobanov, director of Chicory: A Colorful Tale.
Video, IGF

'No one will like it': Resident Evil Village micro-doc highlights QA heroes 1
by Kris Graft [05.21.21]
An eight-minute documentary on Capcom's recently-released Resident Evil Village candidly displays the doubt surrounding the game's quality, and how QA feedback saved the day.
Design, Production, Video

Video: Transitioning into narrative design from other roles  
by Staff [05.21.21]
In this 2019 GDC talk, Splash Damage's Ayesha Khan gives concrete tips for tailoring applications, portfolios, and interviews for narrative design rather than for game writing or game design roles.
Console/PC, Design, Video

Video: The physics powering Just Cause 4's many vehicles  
by Staff [05.20.21]
In this 2019 GDC session, Avalanche Studios' Hamish Young explains the physics system powering Just Cause 4's vehicles.
Console/PC, Programming, Video

How truth and fiction intertwine in Welcome to Elk's storytelling 1
by Joel Couture [05.20.21]
"There is a true core to all stories on Elk, but only we know what is truth and fiction," says Astrid Refstrup, developer on the IGF Nuovo-nominated game Welcome to Elk.
Video, IGF

Video: Go behind the gameplay programming of Frostpunk  
by Staff [05.19.21]
In this 2019 GDC talk, 11 bit studios' Aleksander Kauch discusses the data driven gameplay architecture of 11 bit studios'in-house technology and how it affected the gameplay code of Frostpunk.
Console/PC, Programming, Video, GDC

Designing for death and difficulty in Disc Room  
by Joel Couture [05.19.21]
"People usually do a lot of dying in games like this, so you might as well make it a part of the core gameplay," says J.W. Nijman, one of the developers behind the Independent Games Festival finalist Disc Room.
Video, IGF

Video: The AI powering Spidey's foes in Marvel's Spider-Man  
by Staff [05.18.21]
In this 2019 GDC session, Insomniac Games' Adam Noonchester Insomniac's artificial intelligence techniques from the development of Marvel's Spider-Man.
Console/PC, Programming, Video

Game industry struggles to react to growing Palestinian death toll
by Bryant Francis [05.17.21]
As casualties have mounted with the Israeli government's assault on the Gaza Strip, the impact of the violence has had fallout in the world of game development and media.
Console/PC, Indie, Business/Marketing, Video

Inside the fantastic murder-mystery design of Paradise Killer  
by Joel Couture [05.17.21]
"I'm not an author. I'm a designer," says Oli Clarke Smith. "I don't get why so many developers want to tell you a story instead of letting you interact with a story."
Video, IGF

Video: Rewarding exploration with collectibles in level design  
by Staff [05.14.21]
In this 2019 GDC talk, game designer Leah Miller delves into the various principles governing the placement of interactable and collectible objects in environments.
Console/PC, Indie, Design, Video

Video: Animating God of War  
by Staff [05.13.21]
In this 2019 GDC talk, Sony Santa Monica's Bruno Velazquez discusses the process of transforming the studio's approach to how it animated Kratos in 2018's God of War.
Console/PC, Art, Video

Video: Designing Overwatch's social systems  
by Staff [05.06.21]
In this 2019 GDC talk, Blizzard Entertainment's Natasha Miller shares why Blizzard chose to prioritize social systems in Overwatch.
Console/PC, Design, Video

Nintendo wants to teach programming to the world with Game Builder Garage  
by Chris Kerr [05.06.21]
Game Builder Garage uses a visual programming language built around creatures called 'Nodon' in combination with step-by-step lessons created by Nintendo to make programming fun and accessible. 
Programming, Business/Marketing, Video

Video: Obsidian's tools for authoring branching dialogue  
by Staff [05.05.21]
In this 2019 GDC session, Obsidian Entertainment's Carrie Patel & David Szymczyk discuss how narrative designers and game writers can get the most use out of conversation editors.
Console/PC, Programming, Design, Video

Video: Towards a filmic quality at 30 FPS  
by Staff [04.30.21]
In this 2019 GDC talk, Unity's Natasha Tatarchuk share the lessons, tips and tricks from the integration of real-time ray tracing into a modern unified PBR rendering pipeline.
Console/PC, Programming, Video

Video: Using photogrammetry to scan faces for State of Decay 2  
by Staff [04.29.21]
In this 2019 GDC session, Undead Labs' Matt Heiniger shares lessons learned from 2 years and over 200 faces scanned in implementing photogrammetry in State of Decay 2.
Console/PC, Art, Video