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April 18, 2019
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Updates » Video
Video: A classic postmortem of Bejeweled  
by Staff [01.08.19]
In this GDC 2011 talk, PopCap Games' Jason Kapalka delivers a postmortem of Bejeweled, one of the most popular puzzle games of all time.
Console/PC, Design, Video

Cosmic Top Secret, and a path to autobiographical game design  
by John Harris [01.08.19]
Produced by Danish film and game studio Klassefilm, Cosmic Top Secret recounts the experience of game director Trine Laier as she discovers her parents' role in the national security of her country.
Console/PC, Design, Video

Video: How to encourage cooperative behavior during co-op play  
by Staff [01.07.19]
In GDC 2011 session, Ubisoft Toronto's Patrick Redding explores game mechanics that help encourage cooperative play for the benefit of other game developers.
Console/PC, Social/Online, Design, Video

Alt.Ctrl.GDC Showcase: The Book Ritual  
by Joel Couture [01.07.19]
The Book Ritual has players exploring loss and grief through taking a book, defacing it, and then destroying it with a shredder.
Indie, Design, Video, alt ctrl gdc

Video: Making games better with psychology, the Uncharted way  
by Staff [01.04.19]
In this GDC 2012 session, Richard Lemarchand (formerly of Naughty Dog) tries to dispel some of the confusion about how video games keep players engaged.
Console/PC, Design, Video

Video: How composers can evoke powerful emotions through user research  
by Staff [01.03.19]
In this GDC 2012 session, Bungie composers Brandi House and Marty O'Donnell discuss insights uncovered through user research about how people feel in response to music in games.
Audio, Design, Video

Video: Animating expansion packs for The Witcher 3: Wild Hunt  
by Staff [01.02.19]
CD Projekt Red's Sebastian Kalemba discusses the most important upgrades in CD Projekt RED's pipeline and workflow while producing two expansions for The Witcher 3: Wild Hunt.
Console/PC, Art, Design, Production, Video

Ducking up the game design of Mutant: Year Zero
by Bryant Francis [01.02.19]
Some of the minds behind Mutant: Year Zero break down what they learned about game design and riffing on the XCOM formula.
Console/PC, Design, Video

Black Mirror creators broke Netflix's script writing tool with Bandersnatch  
by Chris Kerr [12.28.18]
Netflix has just dropped a special interactive installment of Black Mirror to give us all a bleak reality check as we try to forget about the crushing weight of existence during the holidays.
Design, Video

Video: How Valve uses biofeedback to make better games
by Staff [12.21.18]
Valve's Mike Ambinder explores how the company is making use of biofeedback to both explore new avenues of gameplay and improve in-house playtesting processes.
Console/PC, Design, Video

Video: How some early MUDs compare to today's games  
by Staff [12.20.18]
Richard Bartle, co-creator of MUD, explains the concept behind its original design and corrects some of the misconceptions about what it must have been like to play.
Console/PC, Design, Video

11 bit studios has raised over $500k for War Child through charity DLC  
by Chris Kerr [12.20.18]
The studio pledged to donate 100 percent of the cash from its charity DLC to the British organization, which is dedicated to helping children affected by conflict all around the world
Console/PC, Design, Video

Video: Player traversal mechanics in the world of Horizon Zero Dawn  
by Staff [12.19.18]
In this GDC 2017 session, Guerrilla Games' Paul van Grinsven explores the traversal system that allows Aloy to explore the vast world of Horizon Zero Dawn.
Console/PC, Design, Video

Video: Micro postmortems: The process of developing vastly different games  
by Staff [12.18.18]
In this GDC 2018 session, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly different games.
Console/PC, Indie, Design, Video

Video: Weaving 13 prototypes into 1 game for What Remains of Edith Finch  
by Staff [12.17.18]
In this GDC 2018 session, Giant Sparrow's Ian Dallas talks about how he and his team approached prototyping What Remains of Edith Finch. 
Console/PC, Indie, Design, Video

Video: The process of updating Fruit Ninja and Jetpack Joyride  
by Staff [12.14.18]
In this GDC 2012 talk, Halfbrick Studios' Luke Muscat goes over the ever evolving process at Halfbrick Studio for updating and maintaining its popular iOS releases.
Smartphone/Tablet, Design, Video

Video: Hacking into the combat AI of Watch Dogs 2  
by Staff [12.13.18]
In this GDC 2017 talk, Ubisoft's Chae Dickie-Clark explains how the NPCs of Watch Dogs 2 efficiently process their environment to select cover and perform other dynamic behaviors.
Console/PC, Programming, Video

Video: The living world of The Witcher 3: The Wild Hunt
by Staff [12.12.18]
In this GDC 2016 session, CD Projekt Red's Matthew Steinke explains how he developed a role-playing experience that would provide players with gameplay spanning the vast open world of The Witcher 3: The Wild Hunt.
Console/PC, Design, Video

Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Console/PC, Indie, Design, Production, Video

Video: Reaching new audiences with Cosmic Top Secret 1
by Staff [12.11.18]
In this GDC talk, the developers behind Cosmic Top Secret share concrete suggestions about reaching new kinds of audiences based on their experience combining film and games.
Indie, Design, Video