Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Are Game(r)s Art(ists)? 34
by Darby McDevitt [03.12.13]
Assassin's Creed 4 lead writer Darby McDevitt proposes a way of looking at games -- as a blend of two types of mechanics, Agency and Destiny -- that have different goals and deliver to the player different types of emotions, but which can work together.
Design

The Metrics Aren't the Message 31
by Laralyn McWilliams [03.11.13]
Metrics can rule you -- but should they? The Workshop Entertainment's new design director and Free Realms veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that overreliance on analytics and friction in social games isn't the answer.
Design, Social/Online

Ridiculous Fishing: The Game that Nearly Ended Vlambeer 10
by Mike Rose [03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Sponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best 4
by Telefilm Canada [03.07.13]
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Business/Marketing, Indie, Sponsored Feature

Making the Move to HTML5, Part 3 7
by David Galeano, Duncan Tebbs [03.07.13]
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/Tablet

Game Design Tools for Collaboration 14
by Damien Djaouti [03.05.13]
Can a tool for modeling game design make it easier for designers to work with engineers? Many different tools and frameworks have been proposed, and researcher Damien Djaouti explores them for practicality and adaptability.
Business/Marketing

Untold Riches: The Intricate Platforming of Tomb Raider 12
by Hamish Todd [03.01.13]
What game design gems lurk in the unexplored nooks and crannies of the original 1996 Tomb Raider? With the franchise now rebooted, designer Hamish Todd takes a close look at the series' first game, and the possibilities its constrained platforming allowed.
Design

Clone Wars: The Five Most Important Cases Every Game Developer Should Know 29
by Stephen C. McArthur [02.27.13]
"How courts treat developers copying ideas for video games, however, has quietly but dramatically evolved over the past year," writes attorney Stephen McArthur, who takes a look at how the legal precedent on cloning has changed from Asteroids through Triple Town.
Business/Marketing

Postmortem: Unknown Worlds Entertainment's Natural Selection 2 20
by Charlie Cleveland [02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing, Design, Postmortem, Production, Indie

Finding and Keeping Your Perfect Investment Partner 3
by W. Todd Tribell [02.25.13]
Heading to GDC and hoping to score some funding? Digital Capital's W. Todd Tribell here takes a hard look at the developer/investor relationship, and shares his perspective on what the investor really expects -- from his side of the table.
Business/Marketing