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December 4, 2021
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Updates » Video
Video: The art of FAITH: horror at 192x160 pixels  
by Staff [04.21.21]
In this 2019 GDC session, Airdorf Games' Mason Smith explains the decisions and principles that contributed to the art style of FAITH.
Console/PC, Design, Video

Devs can now check out Epic Games' MetaHuman Creator, now in early access  
by Alissa McAloon [04.15.21]
Epic Games is slowly opening up access to its MetaHuman Creator, a browser and cloud-based tool that allows devs to create high-fidelity (and fully rigged!) human models in a matter of minutes.
Console/PC, Art, Video

Video: Creating fan-ready fiction in Monster Prom  
by Staff [04.12.21]
In this 2021 GDC Showcase session, Beautiful Glitch's Julián Quijano discusses how fandoms and fan consumption work based on his experience making Monster Prom.
Console/PC, Design, Video

Video: Making Marketing Mistakes with Innersloth's Victoria Tran  
by Staff [04.07.21]
Innersloth Games' Victoria Tran goes through her own mistakes as a game marketer to explain that mistakes are inevitable, there are ways to correctly fail, and what lessons you can take away from failure.
Indie, Business/Marketing, Video

Video: Using sketches to fuel your passion project  
by Staff [04.02.21]
In this 2018 GDC talk, Joseph Sanabria explains how developers, designers and artists can use sketches to help create a vision and bring teams together.
Console/PC, Art, Video

Video: Three tips for becoming a better artist immediately  
by Staff [04.01.21]
In this 2018 GDC session, ArenaNet's Horia Dociu shares three, simple, honest, and actionable steps that anyone can apply right now to become a better artist instantly.
Console/PC, Art, Video

Video: Balancing community and business needs  
by Staff [03.31.21]
In this 2019 GDC talk, Uken Games' Nick van Vugt ll reviews ways you can work with your community and internal teams to provide the best experience for both parties.
Console/PC, Business/Marketing, Video

Dear Investors: CD Projekt shifts to agile dev, focuses on future 10
by Kris Graft [03.30.21]
Following a tumultuous launch last year for open world, neon-drenched RPG Cyberpunk 2077, leaders at CD Projekt addressed the path forward in a strategy update today aimed at investors.
Production, Business/Marketing, Video

Video: Creating the Headquarters feature in Call of Duty: WWII  
by Staff [03.30.21]
In this 2019 GDC talk, Sledgehammer Games' Riley Pietsch discusses the creation of a brand new Call of Duty feature called Headquarters.
Console/PC, Design, Video

Video: World design for different player types  
by Staff [03.29.21]
In this 2019 GDC session, Bungie's Raylene Deck digs into practical ways to build game worlds that your players will love.
Console/PC, Design, Video

Former Naughty Dog tech art director details Promethean AI world-building technology  
by Chris Kerr [03.29.21]
Former Naughty Dog technical art director Andrew Maximov has shared an in-depth video keynote detailing how his next venture, Promethean AI, will help devs more easily create rich virtual worlds.
Programming, Art, Business/Marketing, Video

Q&A: Designing for empathy in wholesome life-sim Cozy Grove  
by Chris Kerr [03.29.21]
"I think there’s a strong temptation right now to describe the current demonstrable interest in 'wholesome' games as a recent phenomenon, but I’d argue that it has much less to do with demand, and much more to do with supply."
Console/PC, Design, Video

Video: The interlocking aesthetic and design of Pode  
by Staff [03.26.21]
In this 2019 GDC session, Henchmen & Goon's Yngvill Hopen discusses the philosophy and inspiration behind the visual design goals of Pode and how they interacted with the game's design and mechanics.
Console/PC, Design, Video

Q&A: Hand-painting the unfamiliar and unforgettable world of Voyage  
by Chris Kerr [03.26.21]
"It's always hard to guess how people will react to an unfamiliar art style. We leave it up to our audience to interpret a lot in the game which can be a double-edged sword depending on expectations."
Console/PC, Art, Design, Video

Video: Improving player behavior at Blizzard Entertainment  
by Staff [03.25.21]
In this 2019 GDC talk, Blizzard Entertainment's Jarrod Doherty explains how the Player Behavior Insights team at Blizzard fights disruptive behaviors.
Console/PC, Design, Video

Video: Great design lessons and bugs from the making of Loop Hero  
by Staff [03.24.21]
Watch two of the developers of Loop Hero discuss the development of their hit new roguelike game.
Console/PC, Design, Video

Video: Narrative nuances in mobile game design  
by Staff [03.24.21]
In this 2019 GDC session, Jam City's Ryan Kaufman explains how game writers can come up with compelling narratives that take advantage of mobile devices and resonate with players.
Console/PC, Design, Video

Q&A: Exploring the triumphant level design of Sackboy: A Big Adventure  
by Chris Kerr [03.15.21]
"Our process was to create a proof-of-concept prototype and give it to the level designers to explore the gameplay possibilities. A good power up should empower the player in fun and satisfying ways."
Console/PC, Design, Video

Video: Shading the world of Anthem  
by Staff [03.12.21]
In this 2019 GDC session, BioWare's Ben Cloward shows off the shaders created for the world of Anthem.
Console/PC, Art, Video

Video: Building the soundtrack for Life is Strange  
by Staff [03.09.21]
In this 2019 GDC session, Dontnod Entertainment's Raoul Barbet & Sebastien Gaillard explain how they approach the use of music in narrative-driven games like Life is Strange.
Console/PC, Audio, Video