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April 25, 2015
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April 25, 2015
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Updates » Video
Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Deconstructing Valve's advanced VR rendering techniques  
by Staff [04.20.15]
Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.
Console/PC, Programming, Design, Video, ADC

Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

Escher-esque Relativity is the latest game backed by Indie Fund 1
by Alex Wawro [04.17.15]
The folks at Indie Fund have announced that Chicago-based artist Willy Chyr's M.C. Escher-like puzzle game Relativity ​will be the latest title to receive financial support from the company.
Indie, Business/Marketing, Video

Video: Designing for exploration and choice in Firewatch  
by Staff [04.15.15]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Design, Video, Vault

It's Rock Band vs. Guitar Hero all over again 9
by Kris Graft [04.14.15]
Activision today announced Guitar Hero Live, the reincarnation of its dormant rhythm game series, which will go head-to-head against Harmonix’s upcoming Rock Band 4.
Console/PC, Business/Marketing, Video

Video: Michael Abrash shares game programming wisdom at GDC 2000  
by Staff [04.13.15]
After a two-year sabbatical from games, Michael Abrash takes the stage to share coding wisdom, a new appreciation for the beauty of game programming and new perspectives on the industry at GDC 2000.
Console/PC, Programming, Video, Vault

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault

Listen to the Electroplankton designer's unreleased SNES music game 1
by Alex Wawro [04.08.15]
An anonymous agent has made a choice piece of game industry history available to the public by buying a copy of Toshio Iwai's unreleased SNES music game Sound Fantasy and sharing it with the world.
Console/PC, Design, Production, Video

Video Postmortem: Deconstructing the development of Gravity Ghost  
by Staff [04.08.15]
Speaking at GDC 2015, Ivy Games' Erin Robinson shares her experiences developing her charming physics-based puzzler Gravity Ghost from a simple idea to a complete, critically-acclaimed game.
Video, Vault

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Leading players astray with unexpected stories in 80 Days 1
by Staff [04.03.15]
As part of the GDC 2015 Independent Games Summit, 80 Days writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Indie, Design, Video, Vault

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Console/PC, Indie, Serious, Design, Business/Marketing, Video

Video: How theater influenced the design of Kentucky Route Zero  
by Staff [03.25.15]
Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero.
Console/PC, Indie, Design, Video, Vault

Video: Building guns to drive the Counter-Strike: GO economy  
by Staff [03.23.15]
Speaking at GDC 2014, Valve's Bronwen Grimes describes how the Counter-Strike: Global Offensive team figured out what kinds of content players would pay for, then created it with just 2 artists.
Console/PC, Design, Production, Video, Vault

Video: Nier director discusses making weird games for weird people 2
by Staff [03.20.15]
At GDC 2014 Taro Yoko, director of games like Nier and the Drakengard series, talked about the process he uses to create worlds and stories that get noticed and foster dedicated fans.
Console/PC, Indie, Design, Video, Vault

Video: Improving romance in games with rivalry and respect  
by Staff [03.18.15]
During the GDC 2014 Narrative Summit, writer Chris Dahlen took to the stage to explore new models of building affinity between your characters that introduce more surprise, tension and challenge.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Zach Barth's SpaceChem postmortem  
by Staff [03.16.15]
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
Console/PC, Programming, Design, Production, Video, Vault