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August 5, 2020
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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

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

Video: Designing efficient, effective branching narratives for games  
by Staff [12.12.19]
In this 2016 GDC talk, Pocket Gems' Cassie Phillipps offers a crash course on how to create meaningful story branches without making narratives that are convoluted, confusing or shallow.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How women-in-games initiatives make a difference  
by Staff [12.11.19]
In this 2016 panel, devs Stephanie Fisher, Sagan Yee, Gemma Thomson, Rebecca Cohen-Palacios and Zoe Quinn explore the impact women-in-games initiatives have had on their lives and communities.
Console/PC, Indie, Serious, Video, Vault

Video: The alchemy and science of machine learning for games  
by Staff [12.10.19]
In this 2019 GDC talk, Ubisoft Montreal's Yves Jacquier explains Ubisoft's strategy for incorporating modern AI and machine learning while making games like Assassin's Creed and Rainbow Six: Siege!
Video, Vault

Video: Writing for Lord Shaxx, Destiny's supportive space coach  
by Staff [12.09.19]
At GDC 2019 Bungie's Jonathan To discusses Lord Shaxx's creation as Crucible announcer in the Destiny series, and how the character grew from supporting character to fan favorite.
Social/Online, Design, Video, Vault

Video: Rare's classic postmortem of GoldenEye 007 for the N64  
by Staff [12.06.19]
In this 2012 GDC Europe Talk, Martin Hollis shares how his team created GoldenEye 007, the biggest Nintendo 64 release that wasn't a Mario game. 
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Video: How Eve Online addressed exploit abuse with customer care  
by Staff [12.05.19]
In this 2018 GDC talk, CCP Games' David Einarsson discusses the handling of an impactful exploit in EVE Online and the many challenges entailed therein.
Social/Online, Business/Marketing, Video, Vault

Video: A game dev's guide to designing games with social impact  
by Staff [12.04.19]
In this 2019 GDC talk Elizabeth Maler presents her innovative ways of designing, writing and playtesting social impact games, and gives advice on how to ensure their ability to change lives. ​
Serious, Design, Video, Vault

Video: Breathing life into the machines of Horizon Zero Dawn  
by Staff [12.02.19]
In this 2018 GDC session, Guerrilla Games' Richard Oud discusses what it took for the team to create the mechanical beasts of Horizon Zero Dawn from scratch.
Console/PC, Art, Video, Vault

Video: Embracing the co-op model in indie games  
by Staff [11.26.19]
In this 2019 GDC panel, developers Scott Benson, Ted Anderson, Steve Fillby, Ian Thomas and Bethany Hockenberry discuss life as indie devs and share their experiences forming workers co-ops.
Indie, Production, Business/Marketing, Video, Vault

Video: How Riot creates new League of Legends champions  
by Staff [11.22.19]
In this 2017 GDC talk, Riot Games' Jeremy Lee shares the creative tools and production framework they've developed to create new champions for League of Legends.
Social/Online, Design, Production, Video, Vault

Video: Adopting continuous delivery to combat crunch on Sea of Thieves  
by Staff [11.21.19]
In this 2018 GDC talk, Rare's Jafar Soltani explains how Rare changed its culture and approach for developing Sea of Thieves by adopting 'continuous delivery.'
Social/Online, Production, Video, Vault

Video: Inside the art design of Firewatch  
by Staff [11.20.19]
In this 2015 GDC talk Firewatch artist Jane Ng discuss the challenges of translating a bold 2D graphic style into the game's vibrant 3D environments. 
Indie, Art, Video, Vault

Video: Game design insights from the GDC 2019 Failure Workshop  
by Staff [11.19.19]
In this set of talks from GDC 2019 set of talks, three modern game makers share real talk and lessons learned from some of their recent failures.
Indie, Design, Video, Vault