Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 23, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Business/Marketing
Storming the Future: Splash Damage's New Moves 5
by Mike Rose [06.04.12]
The CEO of the Enemy Territory and Brink developer explains why the company is shifting its strategy, how the future looks like the past, and why he thinks that the term "whales" is both disrespectful and puts developers on the wrong track.
Business/Marketing, Design, Interview

The 20-Year Estrangement of the Two Guys from Andromeda 17
by Leigh Alexander [06.01.12]
In this all-new interview-driven feature, you'll read the tale of how Space Quest's close collaborators fell apart -- and got back together again for a new project -- after creating some of the best-beloved cult classics of the adventure game era.
Business/Marketing, Design, Interview

Old Grumpy Designer Syndrome 26
by Alexandre Mandryka [05.30.12]
What happens when designers have no clear career path, and there's no culture in the studio that helps nurture them? You get an old grumpy designer. In this article, Alexandre Mandryka identifies the causes and symptoms and prescribes treatment.
Business/Marketing, Design

Culture Clash: How Video Games Are Crashing the Museum Party 7
by Michael Thomsen [05.22.12]
Museums and gallery spaces have let video games into their culture party, but what issues are there around creative intent, storage, and display? Gamasutra speaks to curators and other interested parties about how games can and should be preserved.
Business/Marketing

Kratos' Boss: The Studio Head of Sony Santa Monica Speaks 3
by Christian Nutt [05.21.12]
In this interview, Shannon Studstill, Sony Santa Monica's senior director of product development, discusses her job: keeping one of Sony's most important development studios in the running, and making sure God of War is all it can be.
Business/Marketing, Interview, Console/PC

Finding Out What They Think: A Rough Primer To User Research, Part 2 11
by Ben Lewis-Evans [05.15.12]
College professor and researcher Ben Lewis-Evans offers further insight into the methods of improving user research in games.
Business/Marketing

What if Cliff Ran the World? 17
by Brandon Sheffield [05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview

Understanding the Legal Impact of Publishing Your Game 12
by Jovan Johnson [05.08.12]
Jovan Johnson, a California attorney and partner at Johnson & Moo, examines the important legal issues that may arise when you sign your mobile game up with a publisher for distribution, and explains how you can take steps to insulate yourself from negative outcomes.
Business/Marketing

The Future According to Epic's Tim Sweeney 19
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview

Seven Steps to Improved Security 1
by S. Gregory Boyd, Gary Kibel [05.02.12]
As the attacks to PSN and other networks in 2011 show, the game industry is substantially threatened by data privacy and security issues -- and given the number and scale of the breaches, it is also clear the industry, as a whole, was not ready for that threat. What can the game industry do to minimize further damage?
Business/Marketing