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June 24, 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
Chat with the lead developer of Where the Water Tastes Like Wine at 3PM EDT  
by Bryant Francis [04.13.18]
Join us for a chat about indie game design as we play Where the Water Tastes Like Wine at 3PM EDT!
Console/PC, Design, Video

How Rainbow Six Siege was rendered  
by Staff [04.12.18]
In this 2016 GDC session, Ubisoft Montreal's Jalal Eddine El Mansouri goes into the work accomplished by the graphics team in order to ship Rainbow Six Siege.
Console/PC, Programming, Video

Video: From concept to console: A Horizon Zero Dawn postmortem  
by Staff [04.11.18]
In this GDC 2018 session, Guerrilla Games' Eric Boltjes discusses the development of Horizon Zero Dawn.
Console/PC, Design, Video

Making life better for QA, according to Failbetter's QA lead 2
by Bryant Francis [04.11.18]
Failbetter QA tester Lesleyann White shares some thoughts about making life better for your QA testers while we check out Sunless Skies.
Console/PC, Production, Video

Creating fluid combat animations for the new God of War  
by Chris Kerr [04.11.18]
Veteran animator Kristjan Zadziuk explores how Sony Santa Monica created Kratos' fluid combat animations in the upcoming God of War game.
Production, Video

Peer into the development of Failbetter's Sunless Skies at 1PM EDT  
by Bryant Francis [04.11.18]
We're checking in with Failbetter on the state of Sunless Skies today at 1PM EDT!
Console/PC, Programming, Production, Video

Video: How good game design is like a magic trick  
by Staff [04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC, Indie, Design, Video, Vault

Have a look at Atomontage's voxel tech, built to replace polygons 7
by Alex Wawro [04.09.18]
The Atomontage voxel tech has been in R&D for over 15 years, and will be available for use by multiple industries sometime next year. 
Console/PC, Programming, Video

Video: How Rare crafted the look and feel of Sea of Thieves  
by Staff [04.09.18]
At GDC 2018 Rare art director Ryan Stevenson reveals how the studio settled on and crafted the game's unique look, sharing behind-the-scenes insight into the game's visual development.
Console/PC, Social/Online, Art, Video

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Video: Nuke Possum Springs - A Night in the Woods postmortem  
by Staff [04.05.18]
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design, Production, Video

How long should game devs spend working on just one game? 1
by Alissa McAloon [04.05.18]
"Don't fall into the trap of making a giant piece of art that earns you nothing except disappointment,” warns Shadowhand creator Jake Birkett.
Indie, Production, Video

Helping players relate to the heroine of Night in the Woods 1
by John Harris [04.05.18]
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game.
Console/PC, Indie, Design, Video

Video: A Mortician's Tale dev offers a fresh view of death in games  
by Staff [04.04.18]
At GDC 2018 A Mortician's Tale dev Gabby DaRienzo explores how games are innovating on death mechanics and shares some insight into how you can best explore death in your own work.
Indie, Design, Video

It's more than luck: what devs should keep in mind when creating an 'indie hit' 5
by Alissa McAloon [04.04.18]
"If you are not confident in being able to explain why the hits hit and why the others do not, you shouldn't be confident about your game's chances either," explains Ryan Clark.
Indie, Design, Business/Marketing, Video

Video: Yoko Taro and Platinum Games' postmortem of Nier: Automata  
by Staff [04.03.18]
At GDC 2018, Nier: Automata director Yoko Taro and Platinum Games' Takahisa Taura took to the stage to talk a bit about how (and why) they worked together to design the game.
Console/PC, Design, Production, Video, Vault

Opinion: Game design that's good enough to eat 2
by Katherine Cross [04.03.18]
Gamasutra contributor Katherine Cross digs into Order of the Oven Mitt, a new edible game from game designer Jenn Sandercock.
Indie, Design, Video

Making a civilization-scale crafting system for Jason Rohrer's One Hour One Life 2
by Alex Wiltshire [04.02.18]
“The user interface," says developer Jason Rohrer. "Part of it is me figuring out as a solo developer, how to make a game that’s as big as all the content that’s in the real world, right?”
Social/Online, Indie, Design, Video