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November 20, 2018
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Features » Interview
An Inviting Mini-World: How Nintendo Made Animal Crossing 4
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
Design, Interview, Console/PC, Social/Online

Building the Ship as it Sails: The Creation of Ubisoft Singapore 15
by Brandon Sheffield [06.18.13]
What does it take to build a new triple-A studio from nothing? Olivier de Rotalier, general manager of Ubisoft Singapore, explains both how the studio grew to 300 and how he keeps things working day-to-day.
Interview, Console/PC, Recruitment

Video Games Under Fire 28
by Brandon Sheffield [06.07.13]
Recent tragedies have once again called into question the role of video games in real-life violence -- and Brandon Sheffield talks to Gearbox CEO Randy Pitchford, developer of many first person shooters, about where responsibility lies.
Interview, Console/PC

Inside the striking art and design of Hawken 9
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online

Dean Hall Discusses DayZ's Development Process 2
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Learning to Love Handicaps in Competitive Games 30
by Keith Burgun [05.22.13]
Rubberbanding and injected randomness can level the playing field in competitive games -- letting players of various skill levels play together. But they also can create other problems, potentially harming your game's design. So why not take a look at handicaps?
Production, Interview, Console/PC

Tutorial: Simple, High-Performance Particles for Mobile 4
by Itay Duvdevani [05.20.13]
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC

Killer & Dragons: The GungHo and Grasshopper Interview 11
by Christian Nutt [05.17.13]
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet

Pursuing a Video Game Masterpiece 40
by Paul Walker [05.10.13]
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC

Inside the PlayStation 4 With Mark Cerny 74
by Christian Nutt [04.24.13]
When the PlayStation 4 was announced, lead system architect Mark Cerny called out its "supercharged PC architecture" -- but what does that mean? Gamasutra spoke to Cerny at length, and this article details precisely what the hardware is capable of.
Business/Marketing, Interview, Console/PC