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September 21, 2018
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  • 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
Researchers teach AI to play 'hard' games by showing it YouTube videos  
by Alex Wawro [05.30.18]
Google DeepMind researchers report on how they successfully trained artificial intelligence to play "infamously hard exploration games" like Pitfall! with YouTube videos of human playthroughs.
Console/PC, Programming, Video

Peek under the hood of Far: Lone Sails' button-powered land boat  
by Bryant Francis [05.30.18]
We talked to the developers of Far: Lone Sails about the implementation of an interactive land boat with a minimalist UI.
Console/PC, Design, Video

Video: How inequality (both real and virtual) shapes player behavior  
by Staff [05.30.18]
At GDC 2018 game dev Julia Keren-Detar explored how inequality within game systems can change the behavior of players, and how studying these changes can help devs make better design decisions.
Serious, Design, Business/Marketing, Video, Vault

Sail across the desert with the makers of Far: Lone Sails at 3PM EDT  
by Bryant Francis [05.30.18]
We're talking to the developers of FAR: Lone Sails starting at 3PM EDT.
Console/PC, Design, Video

Video: Unproven game AI techniques that might just work  
by Staff [05.29.18]
At GDC 2016 a cabal of game AI devs proposed pie-in-the-sky ideas that they've been unable to try, may never be able to try, and which may or may not even be feasible.
Console/PC, Indie, Programming, Video, Vault

Balancing contract work while bringing Moonlighter to life  
by Bryant Francis [05.29.18]
We chatted with the CEO of WildFrame and Digital Sun to discuss the business of making small indie games like Moonlighter while balancing work for other clients.
Console/PC, Design, Video

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Video: What game designers really want out of AI  
by Staff [05.24.18]
In this GDC 2018 talk, a panel of game designers go over what problems they wish artificial intelligence could solve for them when making games.
Console/PC, Programming, Video

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT  
by Bryant Francis [05.23.18]
We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT.
Console/PC, Design, Video

Video: How For Honor addressed its post-launch problems  
by Staff [05.22.18]
In this GDC 2018 session, Ubisoft's Damien Kieken and Roman Campos Oriola discuss the story behind For Honor as it traveled from beta, through its launch, to its first post-launch year.
Console/PC, Production, Video

Video: The combat design of DOOM 1
by Staff [05.21.18]
In this GDC 2018 session, id Software's Kurt Loudy & Jake Campbell go into the philosophy behind the combat design of 2016's DOOM and its implementation.
Console/PC, Design, Video

What makes a great idle animation? Devs share their favorites 2
by Joel Couture [05.21.18]
From Rocket Knight Adventures to Ristar to Shantae, devs celebrate their favorite idle animations in games -- and how those little glimpses of character breathe life into virtual worlds.
Console/PC, Indie, Art, Video

Watch Scavenger Studio discuss making Darwin Project a watchable game 1
by Bryant Francis [05.18.18]
Lead developers Simon Darveau and Keane Tan discuss the process of making 'watchable' multiplayer games while we stream Darwin Project.
Console/PC, Design, Video

Video: The visual development of Metal Gear Solid V: Ground Zeroes  
by Staff [05.17.18]
In this GDC 2013 sponsored session, Hideo Kojima and members of Kojima Productions discuss the workflow and development of Metal Gear Solid V: Ground Zeroes.
Console/PC, Art, Design, Video

Omensight's developers discuss making a murder mystery in just 18 months  
by Bryant Francis [05.16.18]
One of the co-creators of Omensight shares tips on managing narrative variables, streamlining animation inspiration and lessons from real-life martial arts in video games.
Console/PC, Design, Video

We're chatting with the devs behind Omensight at 3PM EDT  
by Bryant Francis [05.16.18]
We're diving into a hack-and-slash murder mystery with the makers of Omensight starting at 3PM EDT.
Console/PC, Design, Video

Video: How EA Sports games are designed for blind players  
by Staff [05.15.18]
In this GDC 2018 session, EA Sports' Karen Stevens discusses how gameplay without sight is currently possible for many popular EA titles.
Console/PC, Design, Video

Why procedural levels were better than handmade ones for City of Brass  
by Bryant Francis [05.15.18]
The developers behind City of Brass describe what they've learned while taking up the technology of procedural generation.
Console/PC, Design, Video