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November 13, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raider 40
by Christian Nutt [11.19.12]
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for Heavenly Sword and Mirror's Edge, discusses.
Design, Interview

Third Party Developers Take on the Wii U 2
by Kris Graft, Tom Curtis [11.16.12]
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (Aliens: Colonial Marines), Ubisoft (ZombiU), THQ (Darksiders II), Straight Right (Mass Effect 3) and more to find out.
Business/Marketing, Interview

When Players Make the Rules: On Memes and the Meta-Game 25
by Nils Pihl [11.15.12]
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like StarCraft II and Call of Duty: Modern Warfare encourage good and bad player behaviors.
Design

Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie

7 Ways to Fail at Free-to-Play 29
by Aaron San Filippo [11.13.12]
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Business/Marketing, Smartphone/Tablet

Sponsored Feature: Democracy of Domination - Intel GPA Helps Unity Empower the Masses  
by Intel Visual Computing [11.12.12]
"For graphics performance, Intel GPA has a nice visualization timeline that lets me quickly drill down to the problematic part of a particular frame. That's very important," says Unity graphics architect, Aras Pranckevicius.
Sponsored Feature

The Making of Warcraft's Multiplayer 11
by Patrick Wyatt [11.12.12]
In the continuing saga of the development of the game that made Blizzard's name, Patrick Wyatt discusses the first-ever online multiplayer match of the RTS, as well as explaining exactly how the developer finally got the funds to pursue the game that would make its name.
Design, Social/Online

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Postmortem: Sony Bend Studio's Uncharted: Golden Abyss 8
by John Garvin, Jeff Ross, Francois Gilbert, Chris Reese [11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production

Is Game Music All It Can Be? 44
by Andrew High [11.07.12]
In this extensive piece, professional composer Andrew High takes a look at what games get wrong and right when it comes to music -- with examples from games and film to illustrate exactly what is being done, could be done, and should be done.
Audio