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October 31, 2020
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Updates » Video
ALT.CTRL.GDC Showcase: Far Away Cage  
by Joel Couture [03.30.20]
Far Away Cage has players crawling through the guts of a spaceship, seeking control panels they can use to find information they need to avoid an alien that stalking the ducts.
Indie, Video, alt ctrl gdc

ALT.CTRL.GDC Showcase: The Unfathomed Voyager  
by Joel Couture [03.27.20]
The Unfathomed Voyager puts three players in charge of controlling a malfunctioning submarine, using a variety of wild, wacky inputs to keep it moving.
Indie, Video, alt ctrl gdc

ALT.CTRL.GDC Showcase: Pat Pat Please!  
by Joel Couture [03.26.20]
Pat Pat Please! gives players a plush puppy to care for, asking them to love, pat, and talk to it to earn its affection.
Indie, Video, alt ctrl gdc

Epic signs Playdead, Remedy, and genDesign to new publishing label 1
by Chris Kerr [03.26.20]
Epic Games has formed a new multi-platform publishing label and signed deals with The Last Guardian developer genDesign, Limbo creator PlayDead, and Control maker Remedy.
Console/PC, Production, Business/Marketing, Video

ALT.CTRL.GDC Showcase: Wizard's Warehouse: The Magick of Retail  
by Joel Couture [03.25.20]
Wizard's Warehouse: The Magick of Retail is an adventure in fantasy sales, having players scan armor, weapons, and potions for wizards and warriors.
Video, alt ctrl gdc

Video: Designing great UI that helps immerse players in your game  
by Staff [03.24.20]
In this 2018 GDC session, UI designer Steph Chow discusses how to embed a game's world into its user interface, and how to strike the right balance between player immersion and player usability.
Console/PC, Design, Video, Vault

ALT.CTRL.GDC Showcase: MAD - Mutually Assisted Destruction  
by Joel Couture [03.24.20]
MAD - Mutually Assisted Destruction has players acting as the crew of an aircraft striving to take out bombers, each using unique information to communicate enemy attacks.
Video, alt ctrl gdc

Video: How sound tells the story of Night in the Woods  
by Staff [03.23.20]
In this 2018 GDC talk Em Halberstadt explores the atmospheric audio of Night in the Woods, including the ways in which it changes over time, and brings life to that which cannot be seen.
Indie, Audio, Design, Video, Vault

ALT.CTRL.GDC Showcase: Chapeland, Iakouchev, Giuliani, & Six's Plug-Plug  
by Joel Couture [03.20.20]
Plug-Plug gives players a controller with pieces they can attach, allowing them to use the varied parts to create a custom cute tank to play with.
Video, alt ctrl gdc

Road to the IGF: Megagon Industries' Lonely Mountains: Downhill  
by Joel Couture [03.20.20]
Lonely Mountains: Downhill looks to capture the feeling of finding your own way along a biking hill, seeking the varied routes you can find that will lead you down to the bottom.
Indie, Video, IGF

Video: Storytelling lessons learned in 14 years at BioWare  
by Staff [03.20.20]
In this 2018 GDC talk, former BioWare creative director Mike Laidlaw details some of the most important lessons he's learned about how narrative fits within games.
Console/PC, Design, Video, Vault

Road to the IGF: Pixpil's Eastward  
by Joel Couture [03.19.20]
Eastward has players guide a miner and mysterious girl through a broken world, meeting quirky new friends as they seek answers about the girl's identity.
Indie, Video, IGF

Video: The benefits of Paradox's long-term DLC model  
by Staff [03.19.20]
At GDC 2018 Henrik Fahraeus and Shams Jorjani explain why Paradox Development Studio switched over to a new DLC model, and reveal how it has proven beneficial for both the company and players.
Console/PC, Business/Marketing, Video, Vault

Road to the IGF: No Code's Observation  
by Joel Couture [03.19.20]
Observation casts players as a ship's AI, helping a distressed member of the crew survive while also dealing with your own newly-growing consciousness.
Indie, Video, IGF

Video: Making better games by understanding human error  
by Staff [03.18.20]
To err is human, and in this 2018 GDC talk Epic Games' Ben Lewis-Evans discusses the science of human error and how error can be prevented or encouraged to help create your intended game experience.
Console/PC, Indie, Design, Video, Vault

5 highlights from PlayStation's big PS5 system architecture deep dive 2
by Alissa McAloon [03.18.20]
PlayStation 5 lead architect ​Mark Cerny offered an incredibly in-depth look at what'll be powering the next generation of PlayStation hardware when the console debuts later this year.
Console/PC, Audio, Design, Video

Road to the IGF: Goblin Rage's BORE DOME  
by Joel Couture [03.18.20]
BORE DOME is a game of the dull, tedious, awkward moments in our lives, asking players to examine and reflect on the less-than-amazing things that happen to us all.
Indie, Video, IGF

Sony details PlayStation 5 tech specs in extensive 'deep dive' 1
by Chris Kerr [03.18.20]
Sony has unveiled what sort of tech will be powering the PlayStation 5 in a 'deep dive' reveal hosted by system architect Mark Cerny.
Console/PC, Business/Marketing, Video

PlayStation's switch to a SSD for the PS5 aims to 'give the game designer freedom' 1
by Alissa McAloon [03.18.20]
Going into the next generation of PlayStation, PlayStation 5 lead architect Mark Cerny says that the plan this time around is to build a console that puts the need of game developers first.
Console/PC, Design, Video

Road to the IGF: Nyamyam's Astrologaster  
by Joel Couture [03.18.20]
Astrologaster takes players back to Renaissance London to have them practice medicien using astrology, seeking answers to your patients' problems in the stars.
Indie, Video, IGF