August 31, 2016
Yacht Club Games
Senior QA Lead
August 31, 2016
Game Developers remember Street Fighter… The Original
gamescom 2016 – Tally of the media performance
Pass on Picasso
Why Assassin’s Creed series isn’t social stealth, and what to do about that?
August 31, 2016
ANTRAXX: Kickstarter and
updated demo to come
Vibrant and explosive
Mutant Football League
H1Z1®: King of the
On August 31--Prepare to
Punish Evil Robot...
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The Mobile Transition: Why Facebook Developers Are Making the Shift
As companies like King.com and Wooga are finding that their chart-topping Facebook games become smash successes on iOS, Gamasutra talks to them, and to Facebook, about how this shift from PCs to tablets and smartphones is shaking out.
: When Triple-A Developers Go Indie
The story of how a studio formed by ex-Ubisoft developers decided to take on a niche genre -- 4X strategy games -- and see if it can make its fortunes by listening to its community, including details about the composition of the team, the budget, and more.
Postmortem: McMillen and Himsl's
The Binding of Isaac
How did a game destined for failure become a cult smash? Edmund McMillen (
Super Meat Boy
) discusses how he added religion to
The Legend of Zelda
, mixed it with a roguelike, and came out with a surprise hit.
Games from the Trash: The History of the TRS-80
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Waterfall Game Development Done Right
When can Waterfall development work? And is Microsoft Project really useful? GarageGames CEO Eric Preisz tackles the question of when you should leave Agile to the side and go Waterfall -- and explains exactly how his company does it.
Third Party Developers Take on the Wii U
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (
Aliens: Colonial Marines
), Ubisoft (
), THQ (
), Straight Right (
Mass Effect 3
) and more to find out.
Postmortem: State of Play's
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game
7 Ways to Fail at Free-to-Play
Aaron San Filippo
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Game Developer Magazine's Power 50
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
The End of the Journey: One Indie Studio's Tale
Many indie developers try their luck in the market, but what does it look like when a studio goes from naive ideals to harsh realities? In this feature, founder Tristan Clark, now of King.com, writes about the origins, games, and fate of Launching Pad Games.
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