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September 26, 2018
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Features » Design
What Makes a Game? 109
by Keith Burgun [03.29.12]
Keith Burgun, founder and designer at 100 Rogues developer Dinofarm Games, argues that some video games are not "games" at all -- and posits a way to home in on the precise elements that make games engaging to players.
Design

Sad But True: We Can't Prove When Super Mario Bros. Came Out 58
by Frank Cifaldi [03.28.12]
When did Super Mario Bros. first go on sale in the U.S.? You'd think this would be an easy thing to answer, but dig as deep as we did and you'll find more questions than answers.
Business/Marketing, Design

Rational Design: The Core of Rayman Origins 15
by Chris McEntee [03.27.12]
In this extensive design article, Chris McEntee, who worked on Rayman Origins as a designer at Ubisoft Montpelier, examines the company's core design philosophy and explores the techniques used to create the lauded platformer.
Design

Inafune: The Hope of the Japanese Industry? 20
by Christian Nutt [03.23.12]
The outspoken creator and former Capcom R&D head offers more of his take on what's wrong with the Japanese industry, explains why he felt the need to found three separate companies, and discusses the future he hopes to help forge.
Business/Marketing, Design, Interview

Cognitive Flow: The Psychology of Great Game Design 33
by Sean Baron [03.22.12]
Microsoft Studios user experience researcher Sean Baron takes a look into the often discussed but rarely defined concept of "Flow," and offers a succinct definition and suggestions for implementing conditions to help players get into the zone.
Design

Making an iOS Hit: Phase 2 4
by Jeremy Alessi [03.21.12]
In the second in his series, indie developer Jeremy Alessi writes about how he and the team behind his iOS game friendly.fire are pushing for it to become a success on the App Store -- with changes and stats inside.
Design, Smartphone/Tablet

Giving Your Players a Voice: Lessons from EVE Online 6
by Alexander Gianturco [03.15.12]
Alexander "The Mittani" Gianturco, chairman of the Council of Stellar Management -- EVE Online's player government -- writes here about the opportunities and dangers of enabling your player base to have direct representation and contact with the development team.
Business/Marketing, Design, Social/Online

The Generational Shift in Interactive Storytelling 36
by Marc Kleinhenz [03.12.12]
What's truly essential for telling a compelling story in a game context, and what should be jettisoned? Gamasutra speaks to celebrated game writers Ken Levine, Chet Faliszek and Erik Wolpaw, and Thomas Grip to find out.
Design

Mass Effect 3's Creative Challenges 17
by Kris Graft, [03.02.12]
Executive producer Casey Hudson discusses the team's working methodologies and decision-making process for the highly-anticipated Mass Effect 3, revealing how the team hopes to squeeze out those last few Metacritic points they have left to obtain.
Design, Interview

Using Kinect for High Adventure 9
by Nick Adams [03.01.12]
Nick Adams, design manager on Blitz Games Studios' Puss in Boots explains how the game's sword fighting mechanics were made to work for a wide audience, and how conventional controller-style game design rules just don't apply when working for with motion controls.
Design