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October 15, 2019
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Video: Juggling the chainsaws of work-for-hire vs. original projects  
by Staff [10.31.17]
At GDC 2016, ClutchPlay Games' Amy Dallas tackles the practical realities of balancing work-for-hire projects vs. developing original IP, and what she & her team have learned from doing it for years.
Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: How Naughty Dog designed The Last Of Us' brutal melee system 1
by Staff [10.30.17]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 game The Last Of Us.
Console/PC, Design, Video, Vault

Video: Applying entrepreneurial skills to be a better game dev  
by Staff [10.27.17]
At GDC 2017, game industry vet Jason Della Rocca offers advice on everything from leading a team to securing funding to marketing your game and keeping your head straight throughout the whole process.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

Video: Diagnosing and improving UX in a live game  
by Staff [10.25.17]
At GDC 2017 Digit Games Studio's Om Tandon breaks down how UX (user experience) designers can collaborate with developers, data scientists, and monetization teams to address problems with a game.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Video: How replays helped Poly Bridge succeed via social media  
by Staff [10.24.17]
At GDC 2016 Poly Bridge developer Patrick Corrieri details the game's replay sharing feature: a powerful tool that lets any game give ownership of player-created content back to the the player.
Social/Online, Indie, Business/Marketing, Video, Vault

Video: A game dev guide to breathing life into your levels  
by Staff [10.23.17]
At GDC 2016's Level Design Workshop, Hangar 13's Seth Rosen deconstructs how AI actors with systemic behaviors are the key to demonstrating the life of a level right in front of the player.
Console/PC, Design, Video, Vault

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Avoiding 3 common pitfalls of AI development  
by Staff [10.19.17]
At GDC 2016, Insomniac's Jan Mueller gives a great talk on the topic that used examples from Sunset Overdrive and other games to challenge 3 common misconceptions about AI in games.
Console/PC, Programming, Design, Video, Vault

Video: How Bungie localized Destiny for the world  
by Staff [10.18.17]
At GDC 2015, Bungie's Tom Slattery explains the studio's move to build an internal localization team for Destiny and details how it worked, as well as some of the challenges faced along the way.
Console/PC, Production, Video, Vault

Video: A game designer's overview of the neuroscience of VR  
by Staff [10.17.17]
At GDC 2017, game dev vet Noah Falstein offers an overview for VR game designers of the basic neuroscience of immersion, motion, and emotion -- along with practical tips on making better VR/AR games.
VR, Console/PC, Design, Video, Vault

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Video: Realizing responsive, high-fidelity character movement in Just Cause 3  
by Staff [10.12.17]
At GDC 2015, Avalanche Studios' Jeet Shroff and Alex Crowhurst broke down how the studio walked the line between responsive movement and smooth animation while making Just Cause 3.
Console/PC, Art, Design, Video, Vault

Video: Learning from trance and meditation to make better games  
by Staff [10.11.17]
At GDC 2017, indie game designer Robin Arnott dug into the value of trance states, and offered fellow devs insight into how to induce such experiences by studying the many causes and types of trance.
Indie, Design, Video, Vault

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault

Video: Game career advice from women who have been there and done that  
by Staff [10.06.17]
This fantastic series of microtalks (delivered at GDC 2017's Game Career Seminar) offers would-be game devs (especially women) some career advice gleaned from notable devs' own industry experiences.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Doing procedural shader-based animations in Fortnite  
by Staff [10.05.17]
At GDC 2013 Epic Games' Jonathan Lindquist deftly explains how Fortnite got its unique look, offering a behind-the-scenes look at the game's shader-based procedural animation.
Console/PC, Programming, Art, Video, Vault

Video: A behind-the-scenes look at the art of Old Man's Journey  
by Staff [10.04.17]
At GDC 2017, Broken Rules' Clemens Scott spoke frankly about how Old Man's Journey got its unique look -- and how they set up their art pipeline to efficiently produce that look.
Indie, Art, Video, Vault

Video: The evolution of rodeoing giant robots in Titanfall  
by Staff [10.03.17]
At GDC 2017 Respawn's Chin Xiang Chong gives a guided tour of the development of the "rodeo" system in Titanfall, showing early prototypes of players riding big robots & sharing lessons learned
Console/PC, Design, Video, Vault

Video: You suck at showcasing your game -- here's how to improve  
by Staff [10.02.17]
At GDC 2017 indie game dev Nicolas Berbece takes the stage to offer tips and practical advice you can use to make your next event worthwhile.
Console/PC, Indie, Business/Marketing, Video, Vault