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June 19, 2013
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Features » Art
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 7
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

The Core Of From Dust 9
by Brandon Sheffield [12.10.10]
Eric Chahi (Another World/Out Of This World) has returned to development, creating the ambitious From Dust for Ubisoft, and Brandon Sheffield sits down with him to find out the development concepts and behind the impressive simulation that it offers.
Design, Art, Interview, Indie, Console Digital

Revamping Character Creation In EVE Online 8
by Torfi Frans Olafsson, Arnar Hrafn Gylfason, Benjamin Bohn, Sveinbjörn Magnússon, Ásgeir Jon Ásgeirsson [12.09.10]
The popular MMO, which originally launched in 2003, has recently replaced its character creation system with an entirely new one, and here, CCP's senior staff takes Gamasutra readers on a tour of the concepts and methods that resulted in the soon-to-launch tool.
Design, Programming, Art, Social/Online

Finding Personality in Games 19
by Josh Bear [11.25.10]
Twisted Pixel (Splosion Man, The Maw) creative director Josh Bear delves into the question of what personality contributes to the commercial and artistic success of games in this Game Developer magazine reprint.
Audio, Design, Art

The Game Developer 50 24
by Brandon Sheffield, Jeffrey Fleming [11.17.10]
Gamasutra presents Game Developer magazine's selections for 50 of those who have had the most influential contributions to the game industry in the last year -- in the realms of art, programming, design, business, and evangelism.
Business/Marketing, Design, Programming, Production, Art

How To Pitch Your Project To Publishers 14
by Cameron Davis [11.10.10]
Having trouble getting your projects signed? Experienced pitchman Cameron Davis delivers a guide to how you can up your game and get your project signed with sensible -- but somewhat elusive -- information.
Business/Marketing, Art

Postmortem: Vector Unit's Hydro Thunder Hurricane 7
by Matt Small [10.27.10]
EA and Stormfront Studios veteran Matt Small shares successes and defeats in his small team's transition from large studio to small startup while developing Hydro Thunder Hurricane for Xbox Live Arcade.
Design, Postmortem, Programming, Production, Art, Console Digital