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April 17, 2014
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Features » 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

Secrets Of The Apocrypha: El Shaddai's Director Speaks 1
by Christian Nutt [10.25.10]
Takeyasu Sawaki, the director of the visually inventive El Shaddai, discusses the game's unusual inspiration, how Japanese development has changed this generation, and how his experience on Devil May Cry and Okami affects the game.
Design, Art, Interview

Five Minutes Of... Minecraft 20
by Margaret Robertson [10.21.10]
Here, Margaret Robertson takes five minutes to uncover a speck of what drives the design of the web's current viral gaming sensation -- a game that lives not on Facebook, but marries blocky, pixellated classicism and anarchic current day design choices.
Design, Art, Indie

Art For Art's Sake: Why Your Studio Needs An R&D Team 9
by Jolyon Webb [10.20.10]
Blitz Games Studios' art director Webb shares lessons and experiences in applying R&D strategies to art, unifying tech and tool chains with artists to create a tighter visual ship.
Design, Art

Tutorials: Learning To Play 34
by Sheri Graner Ray [10.06.10]
Why do game tutorials suck so much, and who are they for? Experienced developer and author Sheri Graner Ray takes a look at different styles of knowledge acquisition and posits a way to design tutorials that will more effectively satisfy a broader audience.
Design, Art