by Mike Fridley [07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
by Mike Rose [07.30.13]
Interested in alpha funding? Find out what you need to know first -- from Dean Hall (DayZ), Chris Simpson (Project Zomboid), and of course Markus "Notch" Persson (Minecraft), among others.
by Victoria Earl [07.24.13]
We take a look at the reasons behind the 1994 game's active mod scene -- exploring which elements of the game's original design, its place in the series, and fan reaction have fostered a rich community.
by Kris Graft [07.22.13]
Ouya game developers sound off on their experience with the recently-launched console.
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
by Gamasutra staff [07.11.13]
In this email conversation series, our UK editor Mike Rose and our news editor Kris Ligman join Christian Nutt for a wide-ranging discussion on the game. All three of have been playing New Leaf and each brings a different way of looking at the game, as you'll see.
by Mike Rose [07.09.13]
Free-to-play developers toss around the term "whales" -- but what are they? What are their lives like? And should designers stop targeting them? This in-depth piece examines the ethics around all angles on the issue.
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.