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September 1, 2014
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Features » Art
Postmortem: Double Fine's Brutal Legend 23
by Caroline Esmurdoc [03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

Postmortem: Sega/Other Ocean's Super Monkey Ball 2 4
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet

Game UI Discoveries: What Players Want 18
by Marcus Andrews [02.23.10]
EA DICE designer Marcus Andrews examines the UIs of several recent games and picks apart what's required for both a novel and player-satisfying interface -- one that serves the needs of the game and its audience.
Design, Art

The Dust of Everyday Life: The Art of Building Characters 13
by Takayoshi Sato [02.18.10]
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine.
Design, Art, Game Developer Magazine

Postmortem: WayForward's A Boy and His Blob 10
by sean velasco [02.11.10]
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers.
Audio, Business/Marketing, Design, Postmortem, Production, Art

The Sensible Side of Immersion 14
by Neils Clark [02.04.10]
Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.
Design, Art

Back In Space: BioWare On Mass Effect 2 15
by Christian Nutt [01.25.10]
Lead producer Adrien Cho discusses the evolution that the studio, series, and genre is going through in this comprehensive interview about the creative process behind BioWare's anticipated shooter/RPG sequel, Mass Effect 2.
Business/Marketing, Design, Production, Art, Interview

Postmortem: Torus Games' Scooby-Doo! First Frights  
by Nicole Goodfellow [01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business/Marketing, Design, Postmortem, Programming, Production, Art

Postmortem: Twisted Pixel's Splosion Man 5
by Frank Wilson, Josh Bear [12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Heavy Dreams: Pushing Interactive Narrative 9
by Brandon Sheffield [11.30.09]
Quantic Dream's ambitious upcoming PS3 title, Heavy Rain, looks to change the definition of "interactive movie." The studio's co-CEO Guillaume de Fondaumiere explains how he thinks Heavy Rain can show people that games can be truly meaningful.
Design, Art, Interview