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August 2, 2015
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August 2, 2015
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Updates » Video
Video: How Blizzard built Reaper of Souls to redeem Diablo III 12
by Staff [07.28.15]
At GDC 2015 Diablo game director Joshua Mosqueira speaks frankly about the seismic shifts in gameplay design, core philosophy, itemization and rewards that Blizzard implemented to fix Diablo III.
Console/PC, Design, Video, Vault

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Deconstructing the hand-crafted art and design of Gorogoa  
by Staff [07.20.15]
Indie Jason Roberts speaks at GDC 2014 about how he built Gorogoa to be solvable no matter what language you speak by designing it to rely on players' natural discovery in lieu of guided tutorials.
Indie, Art, Design, Video, Vault

Doomception: Modders build playable Doom cabinet inside Doom 5
by Alex Wawro [07.17.15]
Video surfaced this week of Australian modder "The Zombie Killer" working on a Doom mod that allows you to play games like Wolfenstein 3D and Doom...inside Doom.
Console/PC, Design, Video

Video: Iwata reflects on a changing game industry at GDC 2011  
by Staff [07.17.15]
"The process of game development is the same for everyone. At Nintendo, it's just as stressful, just as frustrating," said Iwata at GDC 2011. "If there's a way to make it easy, we haven't discovered it yet."
Console/PC, Business/Marketing, Video

Video: VR design lessons learned at Valve's Vive game jam  
by Alex Wawro [07.17.15]
VR enthusiast Mike Alger attended Valve's Vive game jam in London over the weekend and captured video of attendees sharing lessons learned from the experience for fellow devs who couldn't make it.
Smartphone/Tablet, Indie, Design, Video

Video: Satoru Iwata - Disrupting Development  
by Staff [07.16.15]
"Video games are meant to be just one thing. Fun. Fun for everyone," says late Nintendo president in this 2006 GDC keynote speech, delivered as the Wii was about to shake up the industry.
Console/PC, Business/Marketing, Video, Vault

Video: Applying human evolutionary psychology to game design  
by Staff [07.16.15]
Why are survival games so popular? At GDC 2014, Crypt of the NecroDancer dev Ryan Clark explores how we evolved as humans, why we want the things we want, and how that affects the way we play games.
Console/PC, Indie, Design, Video, Vault

Oculus VR picks up gesture-tracking company Pebbles Interfaces  
by Alex Wawro [07.16.15]
Oculus VR is spending a bit more of that Facebook money this week on Pebbles Interfaces, which specializes in developing hardware and software for tracking human motion and gestures in 3D space.
Console/PC, Business/Marketing, Video

Video: Watch Deus Ex devs recount its creation as they play it  
by Alex Wawro [07.16.15]
Deus Ex director Warren Spector, assistant director Chris Norden and lead writer Sheldon Pacotti sit down to play their seminal game for an hour and share stories of its development.
Console/PC, Design, Production, Video

Frima gets bright idea to add Phillips smartbulb support to Chariot 4
by Alex Wawro [07.15.15]
Canadian game maker Frima Studio has gone ahead and updated the Xbox One version of its co-op platformer Chariot to add support for Phillips' Hue line of connected lighting fixtures.
Console/PC, Design, Video

Video: Iwata recalls developing DS and disrupting the industry  
by Staff [07.14.15]
At GDC 2006, Nintendo's own Satoru Iwata speaks about how Nintendo found great success by designing its DS console and games for a diverse audience, including people who didn't typically play games.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Video: Satoru Iwata's 'Heart Of A Gamer' keynote at GDC 2005  
by Staff [07.13.15]
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech.
Console/PC, Programming, Design, Production, Business/Marketing, Video, Vault

Video: Women share their #1ReasonToBe in games at GDC 2015 1
by Staff [07.10.15]
Watch the triumphant GDC 2015 return of one of the event's most popular and positive sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Video, Vault

Video: How modding made Bethesda better  
by Staff [07.09.15]
At GDC 2015, Bethesda's Joel Burgess speaks passionately about the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has influenced his studio.
Console/PC, Production, Business/Marketing, Video, Vault

What happens when you give players 100 tries to beat a roguelike? Exclusive 6
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

Video: Innovating interactive fiction with 80 Days' Jon Ingold 1
by Staff [07.07.15]
At GDC 2015 Inkle co-founder Jon Ingold explains how the outfit's design strategies evolved to produce games like 80 Days, and how it successfully fields interactive fiction games on mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Shadow play: On Feist coming back from the dead  
by Phill Cameron [07.07.15]
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game.
Console/PC, Indie, Programming, Art, Design, Production, Video