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November 18, 2018
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Focusing Creativity: RPG Genres 53
by Jordane Thiboust [01.24.13]
What defines your RPG experience? This article, written out of research undertaken while in preproduction for a next generation title, helpfully delineates the essential ingredients for each type of RPG -- and what should be included, and excluded, from a title in these sub-genres.
Design

Best Practices: Five Tips for Better Playtesting 12
by Vin St. John [01.23.13]
How do you best set up a playtest, and then use that playtester feedback in the development process? Facebook and mobile developer Arkadium offers up the best practices it uses when both running and interpreting tests.
Design, Production

Postmortem: Vivid Games' Real Boxing 14
by Tomasz Strzelczyk, Grzegorz Brol, Krystian Komisarek [01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Game Developer Magazine's 15th Annual Front Line Awards 2012 8
by Game Developer Magazine Staff [01.18.13]
What tools are most essential in game development? In this reprint from Gamasutra sister publication Game Developer magazine, you can read about the best of the best -- with developers who've used them offering insights into why these tools are worth your investment.
Business/Marketing

POMMS: A Way to Get Your Players to Test Your Game!  
by Robert Hoischen [01.17.13]
Player-facing testing has rapidly changed from bug-finding to simply an early release model. In this article, indie developer Robert Hoischen explains how his studio set up a gamified bug-testing system using your player base.
Design, Production

The Metrics of Space: Molecule Design 26
by Luke McMillan, Nassib Azar [01.15.13]
When designing maps, you have to think about the player's perspective -- and this article, which examines design in Borderlands and Fallout 3, as well as an experimental map created in UDK, offers techniques for making maps interesting.
Design

Games Everywhere: The Game Industry's Challenge for 2013 9
by Patrick Miller [01.14.13]
If there's one clear trend from CES 2013, it's that hardware companies want to deliver console-quality games everywhere -- either by streaming games, buying new consoles, or buying new controllers.
Business/Marketing

The Storytelling Secrets of Virtue's Last Reward 7
by Christian Nutt [01.11.13]
What makes Virtue's Last Reward one of the best storytelling games of all time? Gamasutra speaks to director Kotaro Uchikoshi and analyzes the gameplay to uncover the secrets that make this suspenseful graphic adventure tick.
Design, Interview

Team Building with Mario and Luigi 13
by Jason Drysdale [01.10.13]
Can New Super Mario Bros. Wii teach a group of coworkers to cooperate? Instructional technologist and games-based learning specialist Jason Drysdale puts it to the test in an office environment.
Business/Marketing

Are Game Developers Standing Up for Their Rights? 30
by Marie-Jose Legault, Johanna Weststar [01.09.13]
A comprehensive look at the quality of life issue from EA_spouse onward, this article surveys the efforts of professional organizations, whistleblowers, studios, and governments to protect the rights of game developers.
Business/Marketing