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November 14, 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
Video: The art of developing audio soundscapes  
by Staff [11.13.18]
In this GDC 2018 session, Guerrilla Games' Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games.
Console/PC, Audio, Video

Designing for survival in Steam Early Access hit Green Hell  
by Joel Couture [11.13.18]
Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn about surviving in the Amazonian wilderness in Green Hell.
Design, Video

Video: Designing the strategic card game Race for the Galaxy  
by Staff [11.12.18]
In this GDC 2018 talk, game designer Tom Lehmann discusses the design behind his acclaimed card game Race for the Galaxy. 
Indie, Design, Video

Google Play announces Games for Change design challenge finalists  
by Chris Kerr [11.12.18]
Google Play launched the competition back in March to promote gender diversity by inspiring young women as players and game makers. 
Smartphone/Tablet, Programming, Design, Production, Video

Video: An apology for Roger Ebert 6
by Staff [11.09.18]
Loom creator Brian Moriarty takes the stage at GDC 2011 to deliver a thoughtful defense of critic Roger Ebert's industry-stirring sentiment that 'video games can never be art.'
Console/PC, Indie, Art, Video, Vault

Watch Lucas Pope discuss the making of Return of the Obra Dinn  
by Bryant Francis [11.09.18]
Watch game developer Lucas Pope discuss the making of Return of the Obra Dinn.
Console/PC, Design, Video

Video: AI and animation in Assassin's Creed: Brotherhood  
by Staff [11.08.18]
In this GDC 2011 session, Ubisoft's Nicolas Barbeau and Aleissia Laidacker discuss the AI and animation powering the virtual population of Rome in Assassin's Creed: Brotherhood.
Console/PC, Design, Video

Chat with Obra Dinn dev Lucas Pope on the GDC Twitch channel at 9PM ET  
by Bryant Francis [11.08.18]
You can chat with Lucas Pope, creator of Return of the Obra Dinn starting at 9PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Q&A: Using fear to build an immersive soundscape in Shadow of the Tomb Raider  
by Chris Kerr [11.08.18]
We caught up with Shadow of the Tomb Raider composer Brian D’Oliveira and audio director Rob Bridgett to learn how they used sound to transport players into their very own heart of darkness.
Console/PC, Audio, Design, Production, Video

Video: How to utilize different types of game randomness  
by Staff [11.07.18]
In this GDC 2018 talk, Mars International's Geoff Engelstein examines the different types of game randomness, when each type is useful, and how to generate and use them in a board game context.
Social/Online, Design, Video

Video: Boss battle design fundamentals  
by Staff [11.06.18]
In this GDC 2018 session, Untame's (known for the puzzle-platformer Mushroom 11) Itay Keren discusses the various aspects that make a well-designed, effective and memorable boss battle.
Console/PC, Design, Video

Video: How to design games for game developers  
by Staff [11.05.18]
In this GDC 2012 talk, EA/Maxis' Stone Librande discusses a series of card and board games he's developed that are not only designed to entertain, but also to teach the fundamentals of game design.
Serious, Design, Video

Video: Experimental approaches to improving peer feedback in games  
by Staff [11.02.18]
In this GDC 2018 talk, Carnegie Mellon University's Jessica Hammer and Broken Rules' Martin Pichlmair share experimental approaches for improving peer feedback on game projects both big and small.
Console/PC, Design, Video

Video: How Tom Francis dealt with scope change while making Heat Signature  
by Staff [11.01.18]
Indie developer Tom Francis walks through the scope changes that occurred while making Heat Signature and what lessons can be applied to other games.
Console/PC, Production, Video

Video: How devs can find the right branching narrative structure  
by Staff [10.31.18]
In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative games.
Console/PC, Design, Video

Video: Identifying insignificant details which determine a game's success  
by Staff [10.30.18]
In this classic GDC 2012 talk, Sucker Punch's Jaime Griesemer explains how to apply detail-oriented design principles to other games, franchises, genres and generations.
Console/PC, Design, Video

Video: The implementation of pro guitar mode in Rock Band 3  
by Staff [10.29.18]
In this classic GDC 2011 talk, Harmonix's Jason Booth and Sylvain Dubrofsky break down the production and implementation of Pro Guitar mode in Rock Band 3.
Console/PC, Design, Video

Here are all 20 games you'll get with the PlayStation Classic 5
by Chris Kerr [10.29.18]
Sony has revealed the full list of retro games that'll be crammed onto the PlayStation Classic when it launches this December. 
Console/PC, Business/Marketing, Video

Video: The level design behind Cut the Rope and Trainyard  
by Staff [10.26.18]
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
Smartphone/Tablet, Design, Video

Video: How to design better controls for touch screen games  
by Staff [10.25.18]
In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.
Smartphone/Tablet, Design, Video