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April 18, 2021
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Updates » Video
Video: Designing great interactive narratives on mobile  
by Staff [07.27.20]
In this GDC 2018 talk writers Cass Phillipps, Marisa Bell, Jon Ingold and Rachel Weber discuss and debate how to create great narratives for players of mobile games.
Smartphone/Tablet, Design, Video, Vault

Video: Expanding animation & design capabilities in Battlefield 1 post-launch  
by Staff [07.24.20]
In this GDC 2018 session EA Dice's Ryan Duffin reveals how the Battlefield 1 devs built upon content and gameplay systems post-launch in ways that liberated animators and designers' creativity.
Console/PC, Social/Online, Art, Design, Video, Vault

Video: ILMxLab's perspective on pioneering immersive entertainment  
by Staff [07.23.20]
In this GDC 2018 Mohen Leo, David Collins, Judah Graham and Camille Cellucci discuss the future of immersive entertainment, including in-home and location-based experiences being developed at ILMxLAB.
VR, Console/PC, Video, Vault

Video: An overview of knowledge representation in game AI  
by Staff [07.22.20]
In this GDC 2018 talk Daniel Brewer and Rez Graham explain best practices for helping video game AI make decisions that will feel impactful to the player.
Console/PC, Programming, Video, Vault

Video: Using machine learning, live telemetry & computer vision to manage communities  
by Staff [07.21.20]
In this GDC 2018 talk Showdown's Alex Casassovici and Beatriz Miravete go over what Showdown's technical team learned as they used advanced tech to truly understand player behavior.
Social/Online, Business/Marketing, Video, Vault

Video: Lessons learned creating merchandise for Alto's Adventure  
by Staff [07.20.20]
In this 2018 GDC talk, Snowman's Eli Cymet discusses the creation of merchandise for mobile hit Alto's Adventure, including integration of physical goods right into the game itself. 
Indie, Business/Marketing, Video, Vault

Video: Level design for non-linear story discovery in Tacoma  
by Staff [07.17.20]
In this GDC 2017 talk Fullbright's Steve Gaynor and Nina Freeman share lessons learned during the development of their non-linear space station story exploration game Tacoma.
Indie, Design, Video, Vault

Video: Uses and abuses of analytics in games  
by Staff [07.16.20]
In this GDC 2018 session Kongregate's Emily Greer exposes common pitfalls in data analysis to provide practical guidance on how to improve the rigorousness of your tests and the quality of your data.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault

Video: A guide to creating high-resolution pixel art and animation  
by Staff [07.15.20]
In this GDC 2018 talk Firaxis Games' Kyle Bunk demonstrates the process of creating high-resolution pixel art with fluid and appealing motion for the purposes of game development.
Console/PC, Indie, Art, Video, Vault

Video: System design advice for mobile free-to-play games  
by Staff [07.14.20]
In this GDC 2018 session Scopely's Evan Losi presents a practical take on system design, starting with the one resource that is universal to all games: time.
Smartphone/Tablet, Design, Video, Vault

Video: The secrets to creating an indie game franchise 1
by Staff [07.13.20]
In this GDC 2018 session Christy Dena details what players find appealing about narrative game franchises, and explores the value of building your game world outside of your game.
Console/PC, Indie, Design, Business/Marketing, Video, Vault

Video: A game dev's guide to organizing your levels and mechanics  
by Staff [07.10.20]
In this GDC 2018 session game dev Nathan Fouts looks at different methods to organize level designs and mechanics in a way that's effective and easy to implement in your own game development process.
Console/PC, Indie, Design, Video, Vault

Video: Emergent storytelling techniques in The Sims  
by Staff [07.09.20]
In this GDC 2018 session game dev Matt Brown examines the various techniques employed across all four generations of The Sims to empower player-driven and emergent storytelling.
Console/PC, Design, Video, Vault

Video: A microtransaction design primer for game devs  
by Staff [07.08.20]
In this GDC 2018 talk ArenaNet's Crystin Cox shares her experience leading microtransaction design efforts for games like Guild Wars 2 and MapleStory to help you design high-quality microtransactions.
Console/PC, Social/Online, Business/Marketing, Video, Vault

Video: How to prioritize your dev efforts in an era of rising costs  
by Staff [07.07.20]
In this GDC 2018 talk devs Pany Haritatos, David Edery, Adrian Crook and Mario Wynands explore design, marketing, and production tactics to help control costs without diminishing your odds of success.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Tips and tools for finding inspiration when you're stuck  
by Staff [07.06.20]
In this 2018 GDC session ustwo games' Lauren Cason shares methods and word games that you can use to kickstart inspiration and get ideas flowing when you find yourself stuck in your own projects.
Console/PC, Indie, Design, Video, Vault

Video: Balancing accessibility with depth to make vehicles feel great  
by Staff [07.02.20]
In this 2018 GDC talk Criterion Games' Matthew Harris explore good principles for video game vehicle design that can apply to everything from racecars and X-Wings.
Console/PC, Design, Video, Vault

Video: The mechanics of explosive growth in Roblox 1
by Staff [07.01.20]
In this 2018 GDC talk, Roblox's Adam Miller dissects the explosive growth of Roblox as a company and platform and shares lessons that can help other companies looking to accomplish similar feats.
Console/PC, Social/Online, Business/Marketing, Video, Vault

Video: An architectural approach to video game level design  
by Staff [06.30.20]
In this 2018 GDC session, Christopher Totten shows developers a process for creating their own critical approaches to the art of level design, and sharing those approaches with the world.
Console/PC, Indie, Design, Video, Vault

Video: Devs share their experiences going from corporate to indie and back again  
by Staff [06.29.20]
In this 2018 GDC session Peter Drescher, Damian Kastbauer, Wilbert Roget II, Caron Weidner, and Guy Whitmore discuss the pros and cons of working full-time in corporate game dev vs. life as an indie.
Console/PC, Indie, Business/Marketing, Video, Vault