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April 17, 2014
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Features » Art
Going Inside The 3DS 1
by Kris Graft [07.09.10]
Griptonite Games studio head JC Connors discusses his experiences with the Nintendo 3DS hardware as one of the first external developers to work with it, and how the new handheld is best served from technological, design, and art perspectives.
Business/Marketing, Programming, Art, Interview

Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice 7
by Rudolf Kremers [06.24.10]
Presenting an excerpt from Eufloria co-creator Rudolf Kremers' 'Level Design: Concept, Theory, and Practice' -- from escapism to simulation, reward systems and structures.
Design, Art

Creating Stencil Shadows on iPhone 5
by Brian Hall [06.16.10]
Turbine developer Brian Hall delivers a how-to on his technique for displaying high-quality, convincing shadows in 3D environments on the iPhone -- using a technique that the platform is not designed to implement but which is capable of if you know this trick.
Art, Smartphone/Tablet

The Road To Puzzle Quest 2 6
by Brandon Sheffield [06.14.10]
The success of Puzzle Quest made matching gems appealing to the core gaming audience, but developers Infinite Interactive stumbled with sequel Galactrix, and in this interview president Steve Fawkner describes how these circumstances informed Puzzle Quest 2.
Business/Marketing, Design, Art, Interview

Historical Outlook: A Civilization V Interview 12
by Chris Remo [06.11.10]
Dennis Shirk, the game's producer, outlines how bringing new blood into Civilization V's creative positions has allowed preservation of what fans want, while branching out into new directions for the venerable and immensely popular strategy franchise.
Business/Marketing, Design, Art, Interview

Mortal Kombat - A Book Excerpt from Replay: The History of Video Games 8
by Tristan Donovan [06.10.10]
This extract from Tristan Donovan's comprehensive history of the game industry covers the early '90s tumult in the U.S. caused by violent games, with Senator Joe Lieberman going after Mortal Kombat and Night Trap.
Business/Marketing, Design, Art

Postmortem: Frozenbyte's Trine 9
by Lauri Hyvärinen, Joel Kinnunen [06.03.10]
Developers of the popular PSN and PC download game talk challenges in transitioning from PC to console development, and getting game balance right in their quest to create a memorable fairytale adventure.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Revival Horror: New Ideas in Fear-Making 11
by Michael Thomsen [06.01.10]
What goes into making a good horror game? Michael Thomsen speaks to Visceral Games, Grasshopper Manufacture, Tale of Tales and more to get to the core of the art of the scare.
Audio, Design, Art

Q-Time For Q-Games  
by Christian Nutt [05.31.10]
Q Games' Dylan Cuthbert discusses work with Sony and Nintendo, and the thinking and technology behind the popular downloadable Pixeljunk game series.
Business/Marketing, Design, Art, Interview

Action Adventure Level Design: Pacing, Content, and Mood 3
by Toby gard [05.27.10]
Toby Gard continues with his case study of fictional game Ken Kong Zombie Killer, looking at how the game's pacing ties into its content and mood -- tying development processes together.
Audio, Design, Art