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July 21, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » GDC
As Fortnite rises, Epic champions community & cross-platform tech  
by Alex Wawro [03.21.18]
The current phenomena driving games and driving players -- it's Twitch, it's YouTube, it's these influencers, right," Epic chief Tim Sweeney tells Gamasutra. "They'll bring you the users."
Console/PC, Smartphone/Tablet, Business/Marketing, GDC

HTC to launch standalone Vive Focus headset outside of China  
by Chris Kerr [03.21.18]
The headset had previously only been made available in China, but HTC now wants to put it in the hands of developers and consumers around the world.
VR, Business/Marketing, GDC

Nintendo working to improve discoverability of Switch titles on eShop  
by Chris Kerr [03.21.18]
Nintendo is aware of the discoverability and visibility issues facing Switch games on the eShop, and is actively working on solutions. 
Console/PC, Business/Marketing, GDC

Ex-BioWare scribe Mike Laidlaw shares storytelling lessons  
by Katherine Cross [03.20.18]
Mike Laidlaw, who recently stepped down as creative director at BioWare, took a break from his new consulting firm to talk to GDC about what he’s learned about writing and narrative design from his many years with the legendary game studio.
Design, GDC

Military-themed video games can promote a damaging vision of real war 6
by Simon Parkin [03.20.18]
“We need less killing and more war,” argued writer and veteran Andrew Barron. “Combat is dangerous and game mechanics should reflect this.”
Console/PC, Design, GDC

Atari reveals its nostalgic 'Ataribox' game console as the Atari VCS 2
by Alissa McAloon [03.20.18]
Atari’s shadow-shrouded return to the hardware business has been detailed this week at the Game Developers Conference in San Francisco, CA.
Console/PC, GDC

Darkest Dungeon devs share golden rules for good creative partnerships  
by Alex Wawro [03.20.18]
“Having two bosses...it’s not streamlined,” said Red Hook's Tyler Sigman at GDC today. “But we truly believe the game would not have been successful without that messy, imperfect structure.”
Indie, Production, Business/Marketing, GDC

Writing comedic games the West of Loathing way  
by Alex Wawro [03.20.18]
“Taking about comedy is one of the least funny things,” said West of Loathing game dev Zach Johnson as he opened his talk at GDC 2018 today about the art of writing good comedy games.
Indie, Design, GDC

Gorogoa: how the hit indie game derived from a failed comic book  
by Simon Parkin [03.20.18]
"I came to realize that composing the page was more interesting to me that sequential storytelling," shared Gorogoa dev Jason Roberts "I had to do something with it, even if it wasn't going to be a comic."
Console/PC, Smartphone/Tablet, Indie, GDC

The player-directed level design of Tacoma  
by Emma Kidwell [03.20.18]
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development.
Indie, Design, Production, GDC

The AI systems that govern Final Fantasy XV's believable NPCs  
by Katherine Cross [03.20.18]
Square Enix veteran Youichiro Miyake talked in detail about the AI that governs NPC behavior in Final Fantasy XV in a fast-paced, data-rich talk: “Eos is Alive: the AI Systems of Final Fantasy XV.”
Console/PC, Programming, GDC

SimCity creator Will Wright's new game will harvest your memories 3
by Chris Kerr [03.20.18]
"This is a game where we actually uncover the hidden you, your subconscious, your inner-Id, and bring it to the surface and bring it to life so you can interact with it."
Smartphone/Tablet, Design, Video, GDC

Unity getting new rendering, machine learning, and performance tools  
by Chris Kerr [03.20.18]
Unity shared a glimpse of its 2018 roadmap at GDC, explaining it'll be focusing on building out next level rendering, machine learning, and performance tools.
Programming, Design, Production, GDC

Building a partnership between writers and narrative designers  
by Katherine Cross [03.19.18]
Telltale Games' Eric Stirpe and Molly Maloney discuss the difference between narrative design and writing for games.
Console/PC, Design, GDC

A Mortician's Tale deconstructs how death should be designed  
by Emma Kidwell [03.19.18]
Laundry Bear Games' Gabby DaRienzo discusses how A Mortician's Tale innovates on death mechanics, and shares strategies on how game developers can best explore death in their own games.
Indie, Design, GDC

Life Is Strange writer on how to run a successful writer's room Exclusive  
by Simon Parkin [03.19.18]
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room.
Console/PC, Indie, Design, Production, Exclusive, GDC

Scope Creep: A useful, treacherous tool, says Heat Signature dev  
by Kris Graft [03.19.18]
"Scope creep is a bad, dirty term, yet it’s also been my fundamental development technique," joked Tom Francis, developer behind the games Heat Signature and Gunpoint.
Indie, Design, Production, GDC

In order to create empathy in players, writers need to get personal  
by Emma Kidwell [03.19.18]
iThrive Games' senior creative director Heidi McDonald opened her talk at GDC this afternoon on the narrative burden that writers carry when creating empathy.
Console/PC, Design, GDC

Appreciating the magic (and power) of hidden game mechanics 1
by Alex Wawro [03.19.18]
At GDC 2018 game designer Jennifer Scheurle breaks down how some of the biggest games "trick" players, showcasing how being a good game maker sometimes requires taking advantage of human perception.
Console/PC, Indie, Design, GDC

Facebook releases engagement-focused Games SDK  
by Alissa McAloon [03.19.18]
Facebook has released its new Games SDK that aims to let developers build Facebook-based sharing functionality into projects with the goal of boosting community engagement.
Console/PC, Social/Online, Business/Marketing, GDC