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November 19, 2018
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Features » Design
Persuasive Games: Process Intensity and Social Experimentation 29
by Ian Bogost [05.23.12]
In this analysis, developer and scholar Ian Bogost takes a critical look at Chris Crawford's concept of process intensity, how it applies to contemporary games, and in particular answers some assertions made by Johann Sebastian Joust developer Doug Wilson.
Design

A Personal Journey: Jenova Chen's Goals for Games 22
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie

Predicting Churn: Data-Mining Your Game 15
by Dmitry Nozhnin [05.17.12]
Can you use metrics to predict when players will leave your game? Innova, a Russian MMO operator, decided to test it out on NCSoft's Aion, and in this article, the company's head of analytics and monetization, explains the team's road to accurate predictions.
Design

The Devil's Workshop: An Interview with Diablo III's Jay Wilson 48
by Kris Graft [05.14.12]
The director of Diablo III, Jay Wilson, shares his feelings on documentation, the true job of the designer -- including who should not pursue that career path -- and the true meaning of "it's done when it's done".
Design, Interview

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

How to Make Insane, Procedural Platformer Levels 13
by Jordan Fisher [05.10.12]
In this article, Cloudberry Kingdom developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer -- and how you can design your own AI.
Design, Programming

Postmortem: Vlambeer's Gun Godz 4
by Rami Ismail, Jan Willem Nijman [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art

The Inclusive Design of Kim Swift 1
by Christian Nutt [05.04.12]
The Portal designer shares lessons she's learned over her career -- the importance of playtesting, a collaborative, democratic development environment, and how basic human psychology can be exploited by game design, as applied to new game Quantum Conundrum.
Design, Interview

How Creative Assembly's Process Breeds Quality  
by Christian Nutt [04.30.12]
Studio director Tim Heaton explains how the team is structured to deliver 90-plus Metacritic games, how it maintains its autonomy from Sega while still availing itself of the support a publisher-owned studio expects.
Design, Interview

Postmortem: Housemarque's Outland 6
by Ilari Kuittinen, Aki Raula [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art