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June 26, 2019
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Updates » Video
Watch game developer Owen Goss break down FutureGrind's game design  
by Bryant Francis [01.25.19]
One of the co-creators of FutureGrind dropped by the GDC Twitch channel for a chat about the game's design and development process.
Console/PC, Design, Video

Road to the IGF: Grace Bruxner's The Haunted Island, a Frog Detective Game  
by Joel Couture [01.25.19]
The Haunted Island, a Frog Detective Game follows a nice amphibian detective to an island of spooky mysteries (and cheerful animal friends).
Indie, Video, IGF

Chat with Futuregrind dev Owen Goss at 3PM ET  
by Bryant Francis [01.25.19]
Learn about the making of FutureGrind and ask your questions for game developer Owen Goss starting at 3PM ET.
Console/PC, Design, Video

Nintendo restarts Metroid Prime 4 development with series originator Retro Studios 1
by Kris Graft [01.25.19]
Nintendo revealed Friday that it is scrapping current development of the long-awaited Metroid Prime 4 and completely restarting the game's production with series originator Retro Studios out of Austin.
Console/PC, Production, Business/Marketing, Video

Video: The real-time rendering of Rogue One 1
by Staff [01.24.19]
In this GDC 2017 talk, ILM's John Knoll ILMxLab's Roger Cordes and Naty Hoffman discuss the rendering technology inspired by video games that the team created for Rogue One: A Star Wars Story.
Console/PC, Design, Production, Video

DeepMind AI faces off against (and defeats) StarCraft II pro players  
by Alissa McAloon [01.24.19]
A DeepMind AI agent trained on the ins and outs of StarCraft II went head to head with a pair of StarCraft Pro players to showcase the potential of the Google-owned artificial intelligence tech.
Console/PC, Video

Road to the IGF: Jeremy Gable's Watch Me Jump
by Joel Couture [01.24.19]
Watch Me Jump turns a play of the WNBA into a piece of interactive fiction, having players shape a life and career through the choices they make for Audra, an all-star player rocked by scandal.
Indie, Video, IGF

Designing the sublimely soothing mobile game, Valleys Between
by Joel Couture [01.24.19]
Valleys Between is a mobile game about nurturing nature -- of protecting a valley. We spoke with designer Blake Wood about the challenges of capturing nature and growth with a handful of motions.
Smartphone/Tablet, Indie, Design, Video

Video: Shadow Cities and the future of location-based games  
by Staff [01.23.19]
In this GDC 2012 talk, Grey Area's Markus Montola discusses Shadow Citiesand some of the key lessons from the early days of mobile location-driven video games.
Smartphone/Tablet, Design, Video

Alt.Ctrl.GDC Showcase: Neon Nemesis  
by Joel Couture [01.23.19]
Neon Nemesis appears to be a four-player arcade game, but a hidden fifth player will make mayhem for the others using a lair filled with traps and deadly mechanisms.
Indie, Video, alt ctrl gdc

Adobe acquires Substance toolkit creator Allegorithmic 12
by Chris Kerr [01.23.19]
Adobe has acquired Allegorithmic, the French company behind the Substance 3D material and texture creation toolkit that's used by a wide variety of game studios.
Art, Design, Production, Video

Video: How I got my mom to play through Plants vs. Zombies  
by Staff [01.22.19]
In this GDC 2012 session, PopCap's George Fan walks through how he managed to get his mom to play video games through the development of Plants Vs Zombies.
Console/PC, Design, Video

Road to the IGF: Nova-box's Seers Isle  
by Joel Couture [01.22.19]
Seers Isle is a visual novel that explores player agency in the genre, casting them as an invisible character who must use choice to change her fate.
Indie, Video, IGF

Road to the IGF: Julián Cordero's levedad  
by Joel Couture [01.22.19]
levedad is an autobiographical game of long-exposure photography, but one that asks the player to bring their own personal meaning to the places and things they choose to capture in their lens.
Indie, Video, IGF

Video: The highs and lows of Hitman's episodic release  
by Staff [01.18.19]
Io Interactive's Hannes Seifert shares the highs and lows of transforming Hitman into an episodic release title.
Console/PC, Design, Video

Road to the IGF: Greg Lobanov's Wandersong  
by Joel Couture [01.18.19]
Singing is the only way to interact with the people and puzzles of Wandersong, tasking players with using their voice to improve the lives of those they meet.
Indie, Video, IGF

A closer look at the deck-building hack-and-slash success, Book of Demons
by John Harris [01.18.19]
Book of Demons is an unlikely marriage of hack-and-slash and deck-building mechanics. Polish studio Thing Trunk was able to not just make it work, but make it an indie Steam success.
Indie, Design, Video

Video: Brain training for game developers  
by Staff [01.17.19]
In this GDC 2012 talk, game developer Scott Crabtree presents a series of brain games that can help game developers keep their minds sharp for making their own wonderful games.
Console/PC, Production, Video

Road to the IGF: Ian Lilley's Mirror Drop  
by Joel Couture [01.17.19]
Mirror Drop takes players to a puzzling world of endless mirrors and reflections, creating a dizzying realm of repeating visions and colors into infinity.
Indie, Video, IGF

Video: How Life is Strange brought a new era for narrative games  
by Staff [01.16.19]
In this GDC Europe 2016 talk, Dontnod's Christian Divine reflects on the writing and design process for Life is Strange, and how its development heralds a new era for narrative games.
Console/PC, Design, Video