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August 5, 2020
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Video: How the Nyamakop team broke into game dev from Africa  
by Staff [02.10.20]
At GDC 2019 Nyamakop's Ben Myres and Cukia Kimani delve into the unique challenges and opportunities of making games in an African country and explore the notion of 'breaking into' indie games today.
Indie, Business/Marketing, Video, Vault

Video: Indexing and iterating design space permutations in game dev  
by Staff [02.07.20]
In this 2016 GDC session, programmer Nathan Sturtevant covers the mathematics of counting with combinations and permutations, and how game devs can employ it in their own projects.
Console/PC, Indie, Design, Video, Vault

Video: How Guerrilla crafted the lush vegetation of Horizon Zero Dawn  
by Staff [02.06.20]
In this 2018 GDC session, Guerrilla Games' Gilbert Sanders discusses what the studio learned in order to bring the lush and vibrant vegetation of Horizon Zero Dawn to the PlayStation 4.
Console/PC, Art, Video, Vault

Video: Why forums can be great for indie discoverability and community  
by Staff [02.05.20]
In this 2019 GDC talk, Stray Fawn Studio's Philomena Schwab explains how forums (and useful plugins) can still be useful for indie devs looking to build stable online communities around their games.
Social/Online, Indie, Business/Marketing, Video, Vault

Video: Cursed problems in game design  
by Staff [02.03.20]
In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive.
Console/PC, Indie, Design, Video, Vault

Video: A game artist's guide to escaping your comfort zone  
by Staff [01.31.20]
In this 2018 GDC talk Ubisoft's Liam Wong talks about going outside of your comfort zone, building confidence, and growing as an artist, both in his career in games and as a photographer.
Console/PC, Indie, Art, Video, Vault

Video: Using chance to enhance fun  
by Staff [01.30.20]
In this 2016 GDC talk, Dragon's Eye Productions' Dr. Cat discusses customized techniques for generating random numbers which are optimized for player-psychology and design intentionality.
Console/PC, Indie, Design, Video, Vault

Video: How Bungie crafted the music of Destiny 2's open world  
by Staff [01.29.20]
In this 2018 GDC session, composer C. Paul Johnson and Bungie's Skye Lewin and Michael Sechrist walk through the process of designing the score and musical approach for open-world shooter Destiny 2.
Console/PC, Social/Online, Audio, Video, Vault

Video: What a decade with Thoreau can teach you about game design  
by Staff [01.28.20]
In this 2019 GDC talk, designer Tracy Fullerton discusses the design challenges of translating Henry David Thoreau's classic work Walden into a game and shares what game devs can learn from Thoreau.
Indie, Design, Video, Vault

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Console/PC, Indie, Design, Video, Vault

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive science and the scientific method to make your game enjoyable and engaging in the long term.
Console/PC, Design, Video, Vault

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Video: Showcasing your indie game with the right messaging and video  
by Staff [01.22.20]
In this 2019 GDC talk editor Derek Lieu and marketer Dana Trebella teach a practical process to find your indie game's unique message, and how to explain the hook via strong visuals and trailers.
Indie, Business/Marketing, Video, Vault

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

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

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