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November 21, 2018
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Features » Console/PC
Game Design Essentials: 20 Difficult Games  
by John Harris [08.23.07]
Starting Gamasutra's new 'Game Design Essentials' series, John Harris looks at the surprising design lessons derived from a selection of the 20 most difficult games ever released, from Defender through Super Monkey Ball to Wetrix.
Design, PC, Console/PC

Breaking Down Breakout: System And Level Design For Breakout-style Games 3
by Mark Nelson [08.21.07]
How much is there to learn about Breakout-style brick-bustin' games? A heck of a lot, according to LEGO Bricktopia level designer Nelson, who has written possibly the definitive genre overview for Gamasutra, complete with design specifics, interviews, and much more.
Design, Console/PC

Monitoring Your PC's Memory Usage For Game Development  
by Jelle van der Beek [05.31.07]
When developing video games, satisfying the platform's memory requirements is one of the most challenging tasks. In this in-depth feature, veteran developer Jelle van der Beek offers a detailed analysis of his custom developed memory analysis tool created while working at Playlogic, focusing on monitoring memory use on the PC.

Product Review of Physics Engines, Parts One and Two  
by Jeff Lander, Chris Hecker [09.20.00]
An in-depth look at physics engines -- including a series of tests that stress the capabilities of the simulations in difficult-to-solve situations where physical simulations typically break down and specific attention paid to how these packages will integrate into a large-scale game project.
Programming, Production, Console/PC