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July 30, 2014
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Features » Art
Where Games Go To Sleep: The Game Preservation Crisis, Part 2 10
by John Andersen [02.10.11]
In the second installment of his series on game preservation, John Andersen takes a look at the state of preservation in museums and academic archives, and examines the state of Japan's efforts to preserve its rich cultural history in games.
Business/Marketing, Design, Programming, Art

Marketing On The App Store: The Cautionary Tale Of 100 Rogues 21
by Keith Burgun [02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and 100 Rogues developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing, Design, Art, Indie, Smartphone/Tablet

Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

Closing the Loop: Fostering Communication In Single Player Games 24
by Chuck Jordan [02.01.11]
Game writer and designer Jordan (Telltale's Sam & Max, Strongbad) visits ways in which games interact with the player narratively and offers a new way of looking at player interaction with story in our medium.
Audio, Design, Art

Where Games Go To Sleep: The Game Preservation Crisis, Part 1 46
by John Andersen [01.27.11]
In the first installment of his comprehensive look into the current state of classic game preservation, John Andersen delves into strange tales of what happened to Atari's source code, the surprising rescue of Sonic Spinball, and much more.
Business/Marketing, Programming, Production, Art

The New Theory Of Horror: Dead Space 2's Creative Director Speaks 5
by Kris Graft [01.24.11]
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio, Business/Marketing, Design, Production, Art, Interview

Postmortem: Mommy's Best Games' Explosionade 16
by Nathan Fouts [01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of Explosionade, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design, Postmortem, Programming, Production, Art, Indie, Console Digital

The Burger Speaks: An Interview With An Archmage 8
by Matt Barton [12.27.10]
An in-depth interview with Rebecca Heineman, better known as "Burger", national Space Invaders champion, veteran of Interplay, brain behind the cult classics Tass Times, Wasteland, and Bard's Tale III.
Design, Programming, Production, Art, Interview

Resetting Accessibility in Games 5
by Dennis Scimeca [12.23.10]
To what end accessibility? Gamasutra speaks to Valve and other developers about creating games for different audiences about the very good reasons you should consider making your game more easily played.
Audio, Design, Art

New To Games, A New Vision 3
by Brian Thompson [12.22.10]
The art director of Big Fish's successful casual series Drawn explains how he married his non-gaming inspiration and outside perspective with his experiences and thoughts about the game industry to create a visually arresting adventure.
Art