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June 24, 2019
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Video: Learning from the doomed launch of Brigador  
by Staff [06.20.19]
In this 2017 GDC session, Stellar Jockeys' Hugh Monahan dissects the development and release of Brigador from both marketing and design perspectives, to help you learn what went wrong.
Indie, Business/Marketing, Video, Vault

Video: Using email lists for fun, profit, and building your own fan club  
by Staff [06.19.19]
In this 2019 GDC talk, game developer Chris Zukowski explains how to level up your email list, and why a well-run email list can be 5-10 times more effective than Twitter or Facebook!
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Designing Gambit Mode for Destiny 2: Forsaken  
by Staff [06.18.19]
In this 2019 GDC session, Bungie's Peter Sarrett dives into how Destiny 2's Gambit mode combines PvE with a smidge of PvP, and explains why it's the story of development gone delightfully right.
Console/PC, Social/Online, Design, Video, Vault

Video: How the 'indiepocalypse' changed the shape of indie success  
by Staff [06.17.19]
In this 2019 GDC talk, indie dev Jason Rohrer digs into some data behind the 2014-2018 'indiepocalypse' to help indies figure out how not to waste 4 years of their life on the next high-profile flop.
Indie, Business/Marketing, Video, Vault

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Console/PC, Indie, Design, Video, Vault

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Indie, Design, Video, Vault

Video: Inside the theme-oriented design of Phantom Doctrine  
by Staff [06.11.19]
In this 2019 GDC session, Artificer's Kacper Szymczak explores ways of thinking and step-by-step guides on how to effectively flesh out games based on the themes you're trying to explore.
Indie, Design, Video, Vault

Video: Why fashion in (most) games sucks, and why you should care 1
by Staff [06.10.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran explores the recent history of fashion in games and provides multiple tips for making your own character designs runway-worthy. 
Console/PC, Smartphone/Tablet, Indie, Art, Design, Video, Vault

Video: Efficient texture streaming in Titanfall 2  
by Staff [06.07.19]
In this 2017 GDC session, Respawn Entertainment's Chad Barb serves up a deep dive into the company's approach to efficient texture streaming in its 2016 hit shooter Titanfall 2.
Console/PC, Social/Online, Programming, Art, Video, Vault

Video: Creating a tools pipeline for Horizon Zero Dawn 1
by Staff [06.06.19]
In this 2017 GDC talk, Guerrilla Games' Dan Sumaili and Sander van der Steen explain how the Horizon Zero Dawn team created a tools pipeline to support their foray into a new genre!
Console/PC, Production, Video, Vault

Video: Rebooting the immersive sim with Prey's Mooncrash DLC  
by Staff [06.05.19]
In this 2019 GDC talk, Arkane Studios' Rich Wilson dissects the design and development of the Mooncrash DLC, which introduces a roguelike structure and systems to its 2017 sci-fi immersive sim Prey.
Console/PC, Design, Video, Vault

Video: Building interactive worlds the Walt Disney Imagineering way  
by Staff [06.03.19]
In this 2019 GDC talk, Walt Disney Imagineering's Brent D. Strong and Sara Thacher talk about the opportunities and challenges of building physical, interactive worlds!
Social/Online, Design, Video, Vault

Video: The things I wish I knew before becoming an art director  
by Staff [05.31.19]
In this 2017 GDC talk, veteran dev Denis Rogic presents nine major lessons drawn from the missteps he made as an art director so that you can learn from them (and hopefully avoid the same mistakes!)
Console/PC, Indie, Art, Production, Video, Vault

Video: Using empathy as a game mechanic in Unravel  
by Staff [05.30.19]
In this 2017 GDC talk, Coldwood's Martin Sahlin explores how the Swedish studio used empathy as a game mechanic in its striking 2016 puzzle-platformer Unravel
Indie, Design, Video, Vault

Video: A Dream Daddy dev's survival guide for terminally online indies  
by Staff [05.29.19]
At GDC 2019 indie dev Leighton Gray talks about how to weather success (and failure) by cultivating a healthier relationship with the internet, based on her experience releasing Dream Daddy.
Indie, Business/Marketing, Video, Vault

Video: The grind behind Boyfriend Dungeon's $272K funding success  
by Staff [05.28.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran  lifts the veil on the numbers and technical aspects behind the indie discoverability grind that drove Boyfriend Dungeon to Kickstarter success. 
Indie, Business/Marketing, Video, Vault

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Console/PC, Indie, Programming, Design, Video, Vault

Video: The care and feeding of live narrative game Fallen London  
by Staff [05.22.19]
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them.
Social/Online, Indie, Design, Production, Video, Vault

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Indie, Design, Production, Business/Marketing, Video, Vault