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Video: Lightning-fast game design lessons from the GDC 2019 Microtalks  
by Staff [10.28.19]
At GDC 2019 expert speakers get 20 slides apiece (each of which is displayed for 16 seconds before auto-advancing) to help them share a piece of game design wisdom -- in 5 minutes 20 seconds or less!
Console/PC, Indie, Design, Video, Vault

Video: How Tequila Works crafted an atmospheric VR murder mystery  
by Staff [10.25.19]
In this 2017 GDC talk, Tequila Works' Jaime Gonzalez describes the artistic creative process behind the world of light and color in Tequila Works' approach to VR.
VR, Design, Video, Vault

Video: Inside the graphics tech of Remedy's Northlight engine 1
by Staff [10.24.19]
In this 2018 GDC talk Remedy's Taatu Aalto discusses the in-engine implementation and results of some recent rendering tech advances in the Northlight engine, which powers Quantum Break and Control.
Console/PC, Programming, Art, Video, Vault

Video: Curating the Victoria & Albert Museum's video game exhibition  
by Staff [10.23.19]
In this 2019 GDC talk Marie Foulston discusses the conception and execution of a novel museum exhibition aimed at defining a new curatorial language for the video game medium.
Indie, Serious, Video, Vault

Video: How to lead a healthier, more effective game dev team  
by Staff [10.22.19]
In this 2019 GDC session, CheckPoint's Jennifer Hazel discusses different models of workplace psychology and how understanding them can help game devs build healthier, more effective working habits.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Video: How changing Halo 3's sniper rifle fire rate by 0.2 seconds changed the game  
by Staff [10.21.19]
In this classic 2010 GDC talk, Bungie's Jaime Griesemer discusses the decision to change the reload of Halo 3's sniper rifle from .5 to .7 seconds -- and its surprising ramifications.
Console/PC, Design, Video, Vault

Video: Tuning the Halo plasma rifle's muzzle velocity on Legendary difficulty  
by Staff [10.17.19]
In this classic 2011 GDC talk Bungie's Jaime Griesemer dives into the nitty-gritty decisions of tuning one particular gun across the Halo series' many games (on the hardest difficulty mode, no less!)
Console/PC, Design, Video, Vault

Video: Building & animating characters in Supergiant's Transistor & Pyre  
by Staff [10.16.19]
In this 2018 GDC talk, Supergiant Games' Camilo Vanegas discusses the animation process that brings the company's memorable characters to life.
Console/PC, Indie, Art, Design, Video, Vault

Video: Using data-informed design to make more accessible games  
by Staff [10.15.19]
In this 2019 GDC session, AbleGamers' Christopher Power and Mark Barlet share data and design knowledge that will help inspire developers and their teams to create great accessible designs.
Console/PC, Indie, Design, Video, Vault

Video: The math behind predictable projectiles in games 1
by Staff [10.11.19]
In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming in game design.
Console/PC, Indie, Programming, Video, Vault

Video: Inside the process of solving a Nintendo-backed coding challenge  
by Staff [10.08.19]
At GDC 2017 coder Mike Acton walks through the process of solving a Nintendo-sponsored programming challenge to help you better understand how to efficiently overcome coding challenges in game dev.
Console/PC, Programming, Video, Vault

Video: A game dev's guide to better representing and supporting disabilities  
by Staff [10.07.19]
In this 2019 GDC talk Cherry Thompson explores why disabled representation is so powerful, why the industry keeps getting it so wrong and how game designers might be able to do better in the future!
Console/PC, Indie, Video, Vault

Video: A game programmer's guide to the math of deep learning  
by Staff [10.03.19]
In this 2017 GDC talk, creative.ai's Alex Champandard looks at the mathematics behind deep neural networks and how to apply it to game development for fun and (hopefully!) profit.
Console/PC, Programming, Video, Vault

Video: A tech director's guide to communication, ROI, and triage  
by Staff [10.02.19]
In this 2017 GDC talk Mike Acton shared specific tips and advice on being a good tech director and ensuring that the most important things get done (and done well) when programming video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production, Video, Vault

Video: Game artists offer advice on building a killer portfolio  
by Staff [10.01.19]
Artists Greg Foertsch, Moby Francke, Gavin Goulden, Claire Hummel, Wyeth Johnson and Alison Kelly share advice on portfolio pitfalls, how to avoid them, and how to hold an art director's attention!
Console/PC, Indie, Art, Video, Vault

Video: Crowdfunding your video game in 2019  
by Staff [09.30.19]
In this 2019 GDC session, ICO Partners' Thomas Bidaux goes over the current state of crowdfunding for video games and offers timely advice for devs considering it as a funding option.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: How vehicles replicate and collide in Watch Dogs 2 multiplayer  
by Staff [09.27.19]
In this 2017 GDC talk Ubisoft's Matt Delbosc reveals how Watch Dogs 2 replicates vehicle trajectories, compensates for network lag, and realistically represents player-on-player crashes. 
Console/PC, Social/Online, Programming, Design, Video, Vault

Video: Living a long, full, and fulfilling life in game development  
by Staff [09.25.19]
In this 2019 GDC session game makers Raph Koster, Brie Code, JC Lau, and Osama Dorias share some of their philosophies and ideas on how their very different career paths have manifested.
Video, Vault

Video: Celebrating and supporting introverts in the workplace  
by Staff [09.24.19]
In this 2019 GDC talk Cecile Hemery offers an understanding of what it means to be an introvert, how to see the world as one, and the wealth of skills and perspectives they bring to the workplace.
Console/PC, Social/Online, Business/Marketing, Video, Vault

Video: How Aliens, Odysseus, and Toyota can help improve game production  
by Staff [09.23.19]
In this 2017 GDC talk, Justin Fischer digs into the science of game production by explaining why the same tools used to manage billion-dollar supply chains can work for game development!
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault