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June 12, 2021
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Updates » Video
Video: The story behind competitive speedcubing  
by Staff [02.22.21]
In this 2019 GDC session, Spry Fox's Andrew Fray explains how in 2003, a group of independent players and organizations took the Rubik's Cube toy and turned it into a competitive sport.
Console/PC, Design, Production, Business/Marketing, Video

Video: Improving the AI of Mafia III  
by Staff [02.18.21]
In this 2018 GDC talk, Hangar 13 Games' Sergio Ocio Barriales and Kate Johnson explain the methods crafted at Hangar 13 to improve the AI of Mafia III.
Console/PC, Design, Video

Nintendo ends pandemic-driven Nintendo Direct hiatus with a remaster-filled showcase 1
by Alissa McAloon [02.17.21]
Today's broadcast marked the first true-to-rights Nintendo Direct since September 2019 and brought with it news about both fresh franchises and established Nintendo IP.
Console/PC, Indie, Video

Video: The basics of VFX particles  
by Staff [02.10.21]
In this 2018 GDC session, Arkane Studios' Mickaelle Ruckert discusses how changing game companies and the type of game she was working on helped her re-evalulate the basics of visual effects design.
Console/PC, Art, Video

Epic Games' new MetaHuman Creator will let devs build hi-fi humans 1
by Chris Kerr [02.10.21]
Epic Games is working on a browser-based app called MetaHuman Creator that allows game developers to create realistic human characters in "under an hour."
Console/PC, Programming, Design, Production, Video

Video: The combat animations of Middle-earth: Shadow of War  
by Staff [02.08.21]
In this 2018 GDC session, Monolith Productions' John Piel and Camille Chu discuss the challenges encountered of crafting a multi-character combat kill animations for Middle-Earth: Shadow of War.
Console/PC, Art, Video

Video: The AI of Assassin's Creed Origins  
by Staff [02.05.21]
In this 2018 GDC session, Ubisoft's Charles Lefebvre discusses the creation of Meta AI for Assassin's Creed: Origins.
Console/PC, Programming, Video

Video: Behind the audio of Star Wars Battlefront II's heroes  
by Staff [02.03.21]
In this 2018 GDC talk, EA Dice's Philip Eriksson shows how the audio team at DICE unified the sound experiences from all eras of Star Wars into one unified soundscape for Star Wars Battlefront II.
Console/PC, Audio, Video

Video: How architecture can influence your game's worldbuilding  
by Staff [02.02.21]
In this 2018 GDC talk, Hybrid Architects' Sarah Bonser discusses ways that you can build your game's world through architecture.
Console/PC, Design, Video

Video: The value of large spenders in free-to-play games  
by Staff [01.29.21]
In this 2015 GDC session, Kongregate co-founder Emily Greer examines the game industry practice of building financial models based on large-spending users.
Console/PC, Business/Marketing, Video

Video: The basics of recording video game dialogue  
by Staff [01.28.21]
In this 2015 GDC talk, Michael Csurics breaks down the basics of dialogue editing for video game sound designers in the sound editing process.

Video: The tech behind Inkle's interactive film scripts  
by Staff [01.27.21]
In this 2017 GDC talk, inkle's Joseph Humfrey discusses the process of making an interactive film script using inkle's open source narrative scripting language Ink.
Console/PC, Programming, Video

Video: Putting production at the heart of the team  
by Staff [01.26.21]
In this 2017 GDC microtalk session, Garth DeAngelis, Charles Hoover, Oksana Kubushyna, Bryan Mashinter and Grant Shonkwiler discuss methods to improve your team's production process.
Console/PC, Production, Video

Sponsored Content
Ad Feature: Increase game revenue with app bidding on Facebook Audience Network
by Staff [01.26.21]
Game developers on mobile platforms face a challenging marketplace. So how can they be more efficient and effective when building their business? Michael Bertaut, director of Facebook Audience Network EMEA joins us to talk about creating a sustainable developer ecosystem.
Business/Marketing, Video, Sponsored Article

Video: The Sounds of Year Walk and DEVICE 6  
by Staff [01.22.21]
In this 2015 GDC session, Daniel Olsen breaks down the haunting melodies that make up Simogo's signature games Year Walk and Device 6.
Console/PC, Audio, Video

Video: Behind the massive crowds of Assassin's Creed Unity  
by Staff [01.21.21]
In this 2015 GDC session, Ubisoft's Francois Cournoyer discusses the processes for creating the massive AI crowds that populate the world of Assassin's Creed Unity.
Console/PC, Programming, Video

Video: Shader and surface-driven GPU particle FX techniques  
by Staff [01.20.21]
In this 2018 GDC talk, programmer Christina Coffin explains alternative approaches to emitting particles from game environment effects.
Console/PC, Programming, Video

Video: Unscoring the world of Kenshi  
by Staff [01.19.21]
In this 2017 GDC talk, Kole Hicks & Chris Hunt share the details behind crafting the music and sound for the gritty, unforgiving, and indifferent world of Kenshi.
Console/PC, Audio, Video

Using VR brushstrokes as an expressive art production tool in Sunlight  
by Chris Kerr [01.19.21]
"I think there’s something very valuable in just shaking up the process to the point where you can’t be concerned about individual vertices or edges, but rather form and shape."
VR, Art, Design, Video

Video: Leadership on animation teams at Blizzard  
by Staff [01.15.21]
In this 2018 GDC talk, Blizzard Entertainment's Nick Chilano breaks down the leadership principles that have helped keep the company's animation team strong and energized.
Console/PC, Art, Video