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October 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Video
Video: How Paradox combines business strategy and game dev  
by Staff [08.30.18]
Paradox Interactive's Fredrik Wester explains how the developer/publisher selects, nurtures and launches its games, from Crusader Kings 2 to the Pillars of Eternity franchise.
Console/PC, Business/Marketing, Video

The Zachtronics devs discuss the essence of cyberpunk in Exapunks  
by Bryant Francis [08.29.18]
We talked to the lead developers of Exapunks to learn about the true essence of Cyberpunk game design.
Console/PC, Design, Video

Video: Overcoming AR design challenges with HoloLens  
by Staff [08.29.18]
In this GDC 2018 talk, AR designer Bart Trzynadlowski discusses the design and technical challenges of augmented reality after a year of game prototype development on Microsoft's HoloLens platform.
VR, Design, Video

We're playing Exapunks with Zach Barth starting at 3PM EDT  
by Bryant Francis [08.29.18]
We're talking to the lead developer of hacking simulator Exapunks starting at 3PM EDT.
Console/PC, Design, Video

Video: What developers should expect from design tests  
by Staff [08.28.18]
In this GDC 2018 talk, Studio Gobo's Peter Buchardt discusses best practices when taking design tests to help young designers land careers in a field they love.
Console/PC, Design, Video

Why Donut County changed halfway through development  
by Emma Kidwell [08.28.18]
Donut County was finally released today after six years in development-- but it was originally supposed to be an entirely different game.
Indie, Design, Production, Video

Video: Why great ideas aren't enough when developing your game  
by Staff [08.27.18]
Supercell veteran Touko Tahkokallio (Boom Beach, Hay Day) shares his game design philosophy and presents practical examples of granular design around aspects of the company's games. ​
Video

Dave Gilbert explains how BioWare RPGs inspired adventure game Unavowed  
by Bryant Francis [08.24.18]
We sat down with the lead developer of Unavowed to discuss how point-and-click adventure games can learn from modern-day RPGs.
Console/PC, Design, Video

How World of Warcraft helped Epidemiologists create better disease models  
by Staff [08.24.18]
In this GDC 2011 talk, Rutgers University's Nina H. Fefferman explains how an outbreak in World of Warcraft helped Epidemiologists better understand the flow of diseases in society.
Console/PC, Design, Video

Chat with Unavowed lead developer Dave Gilbert at 3PM EDT 1
by Bryant Francis [08.24.18]
We're talking to adventure game veteran Dave Gilbert starting at 3PM EDT on Twitch.
Console/PC, Design, Video

Video: Understanding your market to make indie games sell 1
by Emma Kidwell [08.23.18]
In this GDC 2018 talk, Infinite Monkeys Entertainment's Erik Johnson analyzes trends in the Steam marketplace and explores how his game, Life Goes On, failed to match the market.
Indie, Business/Marketing, Video

Video: How to foster diversity in games
by Staff [08.22.18]
In this GDC 2018 talk, developers discuss their unique perspectives, struggles, and available tools as they work to improve diversity in games.
Console/PC, Design, Video

How Not Tonight went from workplace sim to twisted Brexit vision 1
by Bryant Francis [08.22.18]
We talked to the lead developer of Not Tonight to discuss how workplace simulators make a strong foundation for different types of games.
Console/PC, Design, Video

Chat with one of the devs behind Brexit-themed Not Tonight at 1PM EDT  
by Bryant Francis [08.22.18]
We're talking to one of the developers behind Not Tonight at 1PM EDT.
Console/PC, Design, Video

Video: How the nemesis system in Shadow of War was designed 1
by Staff [08.21.18]
Monolith Productions' Chris Hoge describes how the nemesis system in Middle-earth: Shadow of War was expanded upon to give players an antagonistic relationship with their enemies.
Console/PC, Design, Video

Until Dawn dev Supermassive is creating a horror game anthology 1
by Chris Kerr [08.21.18]
The studio has just announced plans to release a series of standalone, cinematic horror games dubbed 'The Dark Pictures Anthology.'
Console/PC, Design, Production, Video

Video: How Riot partners with players to positively impact the world  
by Staff [08.20.18]
In this GDC 2018 talk, Riot Games' Jeffrey Burrell and Tash Elliott discuss the extensive research Riot Games has done to understand the underlying social values their players have across the world.
Console/PC, Business/Marketing, Video

Sebastien Benard breaks down the fine details of Dead Cells' design  
by Bryant Francis [08.17.18]
Motion Twin game designer Sebastien Benard took some time to break down the fine design details of Dead Cells over on the Gamasutra Twitch channel.
Console/PC, Design, Video

We're talking to one the devs behind Dead Cells at 12PM EDT  
by Bryant Francis [08.17.18]
Join us for a conversation with one of the brains behind Dead Cells starting at 12PM EDT.
Console/PC, Design, Video

Video: How to design games with user experience in mind  
by Staff [08.16.18]
In this GDC 2016 talk, educator Christina Wodtke explores the core principles of user experience design philosophy, and how it can help create games that are elegant and complete experiences.
Console/PC, Design, Video