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November 30, 2020
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Updates » Video
Q&A: Hand-painting the watercolor world of Dordogne  
by Chris Kerr [11.26.20]
"You have to try to keep things simple. If you tried to mock up a watercolor shader, usually it looks fake because most of the watercolor shaders are animated."
Console/PC, Art, Design, Video

Video: The world generation tech behind Far Cry 5  
by Staff [11.25.20]
In this 2018 GDC talk, Ubisoft's Etienne Carrier explains how Ubisoft developed a set of procedural tools to generate biomes for Far Cry 5.
Console/PC, Design, Video

Video: Breaking down the making of Teardown 1
by Staff [11.24.20]
Watch Tuxedo Labs' Dennis Gustafsson drop by the GDC Twitch channel to talk about the making of Teardown.
Console/PC, Video

Video: A deep dive into Ubisoft's VR escape rooms  
by Staff [11.23.20]
In this 2019 VRDC session, Ubisoft Blue Byte's Cyril Voiron discusses the development of Ubisoft's new VR escape room games.
VR, Design, Video

Video: Bugsnax's devs discuss launching on the PS5  
by Staff [11.19.20]
Young Horses' Kevin Geisler and John Murphy discuss the development of Bugsnax on the GDC YouTube channel.
Console/PC, Design, Video

Yakuza: Like a Dragon's turn-based combat came from an April Fools joke that went too well 1
by Alissa McAloon [11.19.20]
It was originally pitched--and developed--with traditional Yakuza combat, but the team made a mid-development switch after an RPG-inspired April Fools joke was received better than expected.
Console/PC, Design, Video

Video: Making compelling character interactions for VR NPCs  
by Staff [11.19.20]
In this 2019 XRDC session, Beast Inc.'s Vivian Tan explains how to create compelling AI characters FOR vr.
VR, Design, Video

Video: VR demos - Dos and don'ts for making great first impressions  
by Staff [11.18.20]
In this 2019 VRDC talk, FarBridge Inc.'s Melissa Swanepoel and Patrick Curry share their best practices for making your software demo-ready for all audiences.
VR, Video

Video: Lessons in developing functional artificial intelligence using VR  
by Staff [11.17.20]
In this 2019 XRDC session, NVIDIA's Omer Shapira discusses lessons learned in three years of developing human-robot collaboration using virtual reality.
VR, Console/PC, Programming, Video

Video: Why Survios builds new tech for games like Battlewake  
by Staff [11.16.20]
In this 2019 XRDC talk, Survios' Alex Silkin discuses how the company makes VR innovation a key component of game development in games like Battlewake.
VR, Programming, Video

Video: Using AI to create interactive digital actors  
by Staff [11.13.20]
In this 2019 XRDC Session, Deepmotion's Kevin He discusses the challenges of building an interactive character authoring tool.
Video

Valve adds extensive developer commentary to Half-Life: Alyx  
by Chris Kerr [11.13.20]
Valve has added a three-hour long developer commentary to Half-Life: Alyx that delves into how the acclaimed VR adventure came to be. 
VR, Console/PC, Programming, Art, Audio, Design, Production, Video

Video: Porting your game to Oculus Quest  
by Staff [11.12.20]
In this 2019 XRDC talk, Survios' Alex Silkin shares lessons learned from his work porting the company's games to Oculus Quest.
VR, Programming, Video

Video: Designing 'multiple middles' for Mutazione  
by Staff [11.11.20]
Die Gute Fabrik's Hannah Nicklin talks about the narrative design choices for her 'multiple middles' as opposed to 'multiple endings' approach to player agency in Mutazione.
Console/PC, Design, Video

First impressions: How are reviewers reacting to the PlayStation 5?  
by Chris Kerr [11.06.20]
The PlayStation 5 reviews have started to trickle in, and it seems like the super-sized machine is making quite the impression. 
Console/PC, Business/Marketing, Video

Video: How to wrangle inflation in your online game economy  
by Staff [11.06.20]
In this 2020 GDC Virtual Talk, Netease's Yongcheng Liu & Qinfang Ying demonstrate how they monitor they monitor the economic systems of Netease's MMORPGs to reduce inflation.
Console/PC, Design, Video

Video: Making great key art for your game's front end  
by Staff [11.05.20]
In this 2018 GDC talk, Ubisoft's David Monroe discusses the process for making great key art that will greet your players before they begin their journey with your game.
Console/PC, Art, Video

Video: Creating Michelangelo's David in VR  
by Staff [11.03.20]
In this 2018 GDC talk, Epic Games' Christopher Evans goes over the process he and his colleagues stumbled down to get a billion polygon dataset of Michelangelo's David captured in 1999 with no UVs or textures, into a game engine at a high fidelity.
VR, Design, Video

Video: Building a writer's room for Life is Strange: Before the Storm  
by Staff [11.02.20]
In this 2018 GDC session, Deck Nine Games' Zak Garriss explains how he adapted a TV writers' room structure for the production of the 1500+ page script for Life is Strange: Before the Storm.
Console/PC, Design, Video

Video: Character control with neural networks in Assassin's Creed  
by Staff [10.30.20]
In this 2018 GDC talk, Ubisoft's Daniel Holden shows how data-driven systems can vastly reduce the complexity and manpower involved in building an animation system for character control.
Console/PC, Programming, Video