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November 21, 2014
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November 21, 2014
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Features » Art
Postmortem: Llopis and Friginal's Casey's Contraptions 7
by Noel Llopis, Miguel Angel Friginal [06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel Ńngel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business/Marketing, Design, Postmortem, Production, Art, Smartphone/Tablet

Postmortem: Capcom's Okamiden 9
by Motohideo Eshiro, Kuniomi Matsushita [03.25.11]
The developers behind Okamiden, the unexpected DS revival of cult classic Okami, share the decision making processes that lead to the form the game took -- including how Chibiterasu and Kuni, the game's two leads, emerged.
Design, Postmortem, Production, Art, Console/PC

Postmortem: Mediatonic's Monsters (Probably) Stole My Princess 3
by Jim Griffiths, Paul Croft [03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title Monsters (Probably) Stole My Princess, which performed well despite some major snags.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Console Digital

Where Games Go To Sleep: The Game Preservation Crisis, Part 3 6
by John Andersen [03.10.11]
In the final installment of our series on video game preservation, Gamasutra presents the results of a survey sent to major developers, publishers, and platform holders about their efforts -- and failures -- in creating archives of their games and associated info.
Business/Marketing, Art, PC, Console/PC

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

The Rise Of Dragon Age II 28
by Christian Nutt [02.25.11]
Dragon Age II lead designer Mike Laidlaw discusses the creative process behind the sequel with Gamasutra, including topics such as keeping the series' fans while welcoming a larger audience, where fantasy meets reality, and more.
Design, Production, Art, Interview

Capturing The Spirit Of Sesame Street 10
by Kris Graft [02.23.11]
In this interview, Double Fine project lead Nathan Martz and studio creative director Tim Schafer discuss the team's intent with Sesame Street: Once Upon a Monster, explaining how it fits perfectly with the team's desire to bring an ethos to games that's often absent.
Business/Marketing, Design, Production, Art, Interview

The Gestalt Effect of Dragon Quest IX, Or: How I Learned to Stop Worrying and Love the Grind 19
by Rowan Kaiser [02.17.11]
In this analysis, game journalist Rowan Kaiser takes a deep dive into what makes grinding work as a play mechanic in Dragon Quest IX, the latest in the most popular game franchise in Japan -- which has recently picked up some steam in North America thanks to some DS releases.
Design, Art

Video Games as Media 86
by Michael Samyn [02.16.11]
Tale of Tales' (The Path) MichaŽl Samyn explores the interplay between games and existing media, urging developers to have a full understanding of precisely what the elements of the medium they're working in add up to.
Design, Production, Art

Schafer Admits Fantasy Of Flatulence On Youth 9
by Christian Nutt [02.11.11]
Double Fine creative director Tim Schafer and Lee Petty, the art director who leads the studio's new downloadable game Stacking, discuss creative drives, working with publishers, and more.
Business/Marketing, Design, Production, Art, Interview, Console Digital