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September 24, 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
How Trinket found the right recipe while designing Battle Chef Brigade  
by John Harris [01.11.18]
Trinket Studios' Tom Eastman talks to Gamasutra about the ins and outs of game design and making a Match-3 cooking game work (wok?) well as the heart of Battle Chef Brigade.
Console/PC, Design, Video

Video: The importance of storytellers in eSports 1
by Emma Kidwell [01.10.18]
In this GDC 2016 eSports day panel, industry professionals discuss how storytelling is a crucial component in eSports.
Design, Video

Writer Justin Bortnick discusses the secrets of the Frog Fractions 2 ARG  
by Bryant Francis [01.10.18]
One of the minds behind Frog Fractions 2's mind-bending alternate reality game discusses his craft and his upcoming GDC session.
Console/PC, Design, Business/Marketing, Video

Chat with the man behind Frog Fractions 2's alternate reality game at 3PM EST  
by Bryant Francis [01.10.18]
We're streaming Glittermitten Grove, a complete normal fairy game that has nothing to do with Frog Fractions 2, at 3PM EST with the man who built the game's complicated ARG.
Console/PC, Design, Video

Video: How the Child of Light devs designed a visually unique character  
by Emma Kidwell [01.09.18]
In this GDC 2014 session Ubisoft Montreal's Patrick Plourde goes over how the team designed the main character's appearance in Child of Light.
Art, Video

Prey devs explore the tenets of immersive sim design  
by Chris Kerr [01.09.18]
Video game documentary maker NoClip has uploaded an interview with Prey designer Ricardo Bare and game director Raphael Colantonio that explores what goes into creating immersive sims. 
Console/PC, Design, Video

Video: Shenmue director Yu Suzuki's classic GDC 2000 interview  
by Staff [01.08.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production, Video, Vault

Higher-res HTC Vive Pro, wireless adaptor announced  
by Kris Graft [01.08.18]
The high-end virtual reality platform HTC Vive is getting an upgrade with the higher-resolution, revamped HTC Vive Pro.
VR, Business/Marketing, Video

Video: How Sunless Sea devs found success through open production  
by Emma Kidwell [01.05.18]
In this GDC 2016 session, former Failbetter Games staffer Alexis Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea. 
Indie, Production, Video

Video: How reference data was captured for Forza Motorsport 5 1
by Emma Kidwell [01.04.18]
In this GDC 2015 session, Microsoft Studios' Arthur Shek discusses the technologies behind gathering reference data for Forza Motorsport 5.
Art, Video

Game Design Deep Dive: Bringing Arizona Sunshine to the PSVR Aim 1
by Trevor Blom [01.04.18]
Trevor Blom, technical lead at Vertigo Games details the development challenges of introducing an entire campaign mode focused around the PlayStation VR Aim controller for Arizona Sunshine.
VR, Console/PC, Indie, Programming, Design, Video, Deep Dive

Video: Sprucing up cameras with math 1
by Emma Kidwell [01.03.18]
In this GDC 2016 session, SMU Guildhall's Squirrel Eiserloh discusses the math behind certain camera behaviors like split screen and screen shake.
Programming, Video

Q&A: Applying cubism and minimalism to game design in AER: Memories of Old  
by John Harris [01.03.18]
Gamasutra discusses unexpected sources of inspiration and the challenges of indie marketing with the director of the striking indie game AER: Memories of Old.
Console/PC, Indie, Art, Design, Video

Video: The dos and don'ts of putting together a creative portfolio 1
by Emma Kidwell [01.02.18]
Industry artists go over what can make or break a creative portfolio, offering practical advice for artists seeking to improve their work.
Art, Video

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget  
by Shawn Patton [01.01.18]
"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?"
VR, Console/PC, Indie, Design, Production, Business/Marketing, Video, Deep Dive

Star Wars: Battlefront 2 writer Mitch Dyer talks narrative design  
by John Harris [12.27.17]
No, we're not apologizing for that pun.
Console/PC, Design, Video

Q&A: Resurrecting the past with Outcast: Second Contact's Franck Sauer  
by John Harris [12.22.17]
Here's a few key quotes from our recent conversation with Outcast: Second Contact lead developer Franck Sauer.
Console/PC, Video

Video: Designing narrative experiences which suspend the player's disbelief  
by Emma Kidwell [12.21.17]
In this GDC 2014 session, Campo Santo's Sean Vanaman discusses the challenges of creating a narrative experience with the goal of suspending a player's disbelief through gameplay. 
Console/PC, Design, Video

Watch Gamasutra discuss the top 10 games of 2017  
by Bryant Francis [12.21.17]
The American branch of the Gamasutra editorial team groups up to discuss their top games of the year and invites you to explain why they're wrong in this year-end broadcast.
Console/PC, Design, Video

Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps  
by Emma Kidwell [12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 fps.
Social/Online, Design, Production, Video, Vault