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December 4, 2021
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Updates » Video
Video: How to wrangle inflation in your online game economy  
by Staff [11.06.20]
In this 2020 GDC Virtual Talk, Netease's Yongcheng Liu & Qinfang Ying demonstrate how they monitor they monitor the economic systems of Netease's MMORPGs to reduce inflation.
Console/PC, Design, Video

Video: Making great key art for your game's front end  
by Staff [11.05.20]
In this 2018 GDC talk, Ubisoft's David Monroe discusses the process for making great key art that will greet your players before they begin their journey with your game.
Console/PC, Art, Video

Video: Creating Michelangelo's David in VR  
by Staff [11.03.20]
In this 2018 GDC talk, Epic Games' Christopher Evans goes over the process he and his colleagues stumbled down to get a billion polygon dataset of Michelangelo's David captured in 1999 with no UVs or textures, into a game engine at a high fidelity.
VR, Design, Video

Video: Building a writer's room for Life is Strange: Before the Storm  
by Staff [11.02.20]
In this 2018 GDC session, Deck Nine Games' Zak Garriss explains how he adapted a TV writers' room structure for the production of the 1500+ page script for Life is Strange: Before the Storm.
Console/PC, Design, Video

Video: Character control with neural networks in Assassin's Creed  
by Staff [10.30.20]
In this 2018 GDC talk, Ubisoft's Daniel Holden shows how data-driven systems can vastly reduce the complexity and manpower involved in building an animation system for character control.
Console/PC, Programming, Video

Video: Designing the robot dinosaurs of Horizon Zero Dawn  
by Staff [10.29.20]
In this 2018 GDC session, Guerrilla Games' Jan-Bart Van Beek breaks down the process for creating the visual style that defines the robotic dinosaur enemies of Horizon Zero Dawn.
Console/PC, Art, Video

Taking the citybuilding genre to the skies in Airborne Kingdom  
by Bryant Francis [10.28.20]
Zach Mumbach and Ben Wander break down the design decisions for their studio's upcoming game Airborne Kingdom.
Console/PC, Design, Video

Unity teams up with Lego to teach game development fundamentals  
by Alissa McAloon [10.27.20]
A new Unity Microgame aims to introduce fledgling game makers to the building blocks needed to make their own short games.
Console/PC, Video

Video: A better way of depicting war in games  
by Staff [10.27.20]
In this 2018 GDC session Bohemia Interactive's Andrew Barron discusses his experience making game-based training simulators for military use to help developers better understand the realities of war.
Console/PC, Design, Video

Video: How Jagex has evolved to change with the times over 16 years  
by Staff [10.26.20]
In this 2018 GDC talk, Jagex's Conor Crowley discusses the adaptations Jagex has made to processes, team structures and tools that have allowed RuneScape to survive and thrive for over 16 years.
Console/PC, Production, Video

Microsoft explains how the Xbox Series S and X will shape up on day one 1
by Chris Kerr [10.26.20]
Microsoft has put together an in-depth preview revealing what owners should expect when they boot up the next-gen machines on day one.
Console/PC, Design, Video

Video: How internal game jams can help art teams.  
by Staff [10.23.20]
In this 2018 GDC session, Riot Games' Peet Cooper goes over his experiences and some invaluable lessons he has learned from doing internal game jams like Riot's Thunderdome.
Console/PC, Design, Video

Video: The lighting technology of Detroit: Become Human  
by Staff [10.22.20]
At GDC 2018, Quantic Dream's Guillaume Caurant discussed the technology behind the lighting of Detroit: Become Human.
Console/PC, Programming, Video

Video: The developers of Ghostrunner discuss the making a cyberpunk platformer  
by Staff [10.21.20]
Check out this conversation with the folks behind the upcoming cyberpunk platformer Ghostrunner.
Console/PC, Design, Video

Learn how Supergiant brought Hades' hand-painted characters to life  
by Chris Kerr [10.21.20]
Hades developer Supergiant Games has put together a video to showcase how it turned hand-painted character art into the full character models players see in-game.
Art, Video

Video: The origins of Starlink: Battle for Atlas  
by Staff [10.20.20]
In this 2018 GDC talk, Ubisoft's Matthew Rose share how a small team approached a mandate to innovate by employing game jam techniques and rapid prototyping to build Starlink: Battle for Atlas.
Console/PC, Design, Video

Q&A: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [10.20.20]
"With Fall Guys, one thing that’s fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Console/PC, Design, Production, Video

Video: Why your game community is now a marketing asset  
by Staff [10.16.20]
In this 2018 GDC session, PlayBrain's Mike Sheetal explains how Frictionless Marketing is turning community teams into the core of the marketing department. 
Console/PC, Business/Marketing, Video

Video: How Criterion Games improved its studio leadership  
by Staff [10.15.20]
In this 2018 GDC talk, Criterion Games' Steve Cuss breaks down how the studio began to rethink the concept of leadership, how that helped producers better support the developers who rely on them.
Console/PC, Production, Video

The PlayStation 5 user interface is an instant hub that prioritizes gameplay  
by Chris Kerr [10.15.20]
Sony has finally shown off the PlayStation 5 user interface in a new State of Play video, detailing a range of functions that make use of the console's new SSD.
Console/PC, Design, Production, Video