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Updates » Video
Video: A performance and memory postmortem of Middle-earth: Shadow of War  
by Staff [01.21.20]
In this 2018 GDC session, Monolith Productions' Piotr Mintus shares the engineering strategies used at Monolith to achieve 30fps and fit everything in memory on Middle-earth: Shadow of War.
Console/PC, Art, Production, Video, Vault

Video: How Bungie improved the audio workflow for Destiny: Rise of Iron  
by Staff [01.17.20]
In this 2017 GDC session, Bungie's Kareem Shuman explains how Bungie's audio QA team improved the tools and workflow to assist the content creators from day one of working on Destiny: Rise of Iron.
Console/PC, Social/Online, Audio, Production, Video, Vault

Video: How to talk about games with those who don't approve  
by Staff [01.16.20]
In this 2019 GDC talk educators Lindsay Grace, Mia Consalvo, Roger Altizer, and Andy Phelps provide devs with the facts they need to competently reply to those opposed to the game industry.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Designing the mind-bending perspective puzzles of Superliminal 1
by Bryant Francis [01.16.20]
Superliminal lead designer Albert Shih breaks down the logic behind the game's perspective-driven scaling mechanic and its unique puzzles.
Console/PC, Design, Video

Video: How Call of Duty handles automated testing and profiling  
by Staff [01.15.20]
In this 2018 GDC talk, Activision's Jan van Valburg outlines how Activision's continuous integration tooling for Call of Duty works under the hood, and how it differs from other common solutions.
Console/PC, Production, Video, Vault

Video: Developing asymmetrical multiplayer horror game Dead by Daylight  
by Staff [01.14.20]
In this 2018 GDC session Behaviour Interactive’s Dave Richard shares the story behind developing Dead by Daylight, a popular 2016 asymmetrical survival horror game about avoiding a terrifying killer.
Social/Online, Indie, Design, Video, Vault

Video: Art direction advice for crafting triple-A game UI  
by Staff [01.13.20]
In this 2018 GDC talk, DICE LA's Omer Younas explains how to create consistent, engaging UI art for triple-A games using relevant theory and best practice.
Console/PC, Art, Video, Vault

Designing Manifold Garden's believably unbelievable world and puzzles  
by John Harris [01.13.20]
At the start, Manifold Garden appears to be a simple block-moving puzzle game, but before long there are impossible sights at play that demonstrate the strange implications of the world
Indie, Design, Video

Video: Understanding the bottom-up design philosophy behind Crashlands  
by Staff [01.10.20]
In this 2018 GDC talk Butterscotch Shenanigans' Seth Coster breaks down the studio's bottom-up design approach & discusses the implications for project and team management on games like Crashlands.
Console/PC, Indie, Design, Video, Vault

Video: How to be a better leader in game dev  
by Staff [01.09.20]
In this 2017 GDC session, Schell Games founder Jesse Schell presents simple principles of game studio leadership that can help anyone become a better leader, no matter how big or small the team.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Valve's perspective on brain-computer interfaces in games  
by Staff [01.08.20]
In this GDC 2019 talk Valve's Mike Ambinder explores the state of brain-computer interface research and offers insights on how its applications might help game devs today -- and in the future.
Console/PC, Design, Video, Vault

Video: What cats can teach you about empathic game design  
by Staff [01.07.20]
In this 2019 GDC session, Mew and Me's Willem Delventhal explains how designing games for house cats helped him think about designing games for humans as well.
Console/PC, Indie, Design, Video, Vault

Video: Understanding the remarkable tech and design of Noita  
by Staff [01.06.20]
In this 2019 GDC session, Nolla Games' Petri Purho talks about the technical details of the remarkable physics engine which drives the design of indie sensation Noita.
Indie, Design, Video, Vault

Video: Crafting the unsettling sounds of Resident Evil 7: Biohazard  
by Staff [12.20.19]
In this 2017 GDC session, Capcom's Kenji Kojima, Akiyuki Morimoto and Ken Usami discuss their methods to create realistic high-quality sound during the production of Resident Evil 7.
Console/PC, Audio, Video, Vault

Video: Networking etiquette for today's game industry professional  
by Staff [12.18.19]
In this 2019 GDC talk, Polytundra's Jarryd Huntley dives into the complex art of professional networking, with tips for aspiring developers looking to make professional connections.
Console/PC, Indie, Business/Marketing, Video, Vault

Sony has designed a pair of programmable back buttons for the DualShock 4 1
by Chris Kerr [12.17.19]
Sony has unveiled a new DualShock 4 attachment that brings an extra bit of functionality to the gamepad with the addition of two programmable back buttons.
Console/PC, Video

Video: Inside the UX of onboarding and player engagement  
by Staff [12.16.19]
In this 2016 GDC session, UX researcher Celia Hodent cover the common onboarding pitfalls in game design, provide guidelines and discusses best practices with examples from games like Fortnite.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault, GDC

Playable Gothic prototype will let fans decide direction of possible remake 1
by Chris Kerr [12.16.19]
THQ Nordic has taken the unusual step of releasing a playable Gothic prototype to gauge interest in a remake of the classic RPG.
Console/PC, Design, Production, Video

Watch the lead dev of Age of Empires II: Definitive Edition break down the game's rebirth  
by Bryant Francis [12.13.19]
Forgotten Empires lead developer Bert Beeckman discusses the making of Age of Empires II: Definitive Edition in this video interview.
Console/PC, Design, Video

Chat with Age of Empires II: Definitive Edition lead dev Bert Beeckman at 3PM EST  
by Bryant Francis [12.13.19]
Age of Empires II: Definitive Edition lead developer Bert Beeckman is answering your questions today on the GDC Twitch channel at 3PM EST.
Console/PC, Design, Video