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September 19, 2018
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Features » Production
Postmortem: Sarbakan's Lazy Raiders 5
by Ann Gauthier [06.09.10]
How does a casual studio transition to Xbox Live Arcade? Sarbakan had 10 years of experience in development before heading for Xbox 360 with Lazy Raiders, and here tells the story behind that development move.
Business/Marketing, Design, Postmortem, Production

True Evolution: A Peter Molyneux Interview 2
by Christian Nutt [06.07.10]
The evolution of Fable is part of a wider storm of innovation in the industry, says Lionhead impresario Peter Molyneux, discussing everything from the advent of widespread motion control to creative drive versus focus testing in this interview.
Design, Production, Interview

Postmortem: Frozenbyte's Trine 9
by Lauri Hyvärinen, Joel Kinnunen [06.03.10]
Developers of the popular PSN and PC download game talk challenges in transitioning from PC to console development, and getting game balance right in their quest to create a memorable fairytale adventure.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Building On Conviction: Inside Ubisoft Toronto 5
by Mathew Kumar [05.25.10]
Announced last year but quiet since then, Ubisoft's Toronto studio finally lifts its veil, revealing its next project (Splinter Cell) and its role within Ubisoft and the larger industry.
Business/Marketing, Design, Production

The Icelandic Model of MMO Development 24
by Alexander Gianturco [05.19.10]
While most MMOs concentrate on developing linear content, EVE Online follows a systems-based design which allows for sandbox gameplay and player agency -- and this article, from EVE expert player/spymaster 'The Mittani', outlines why he believes its subscriber base continues to rise.
Design, Production, Social/Online

Action Adventure Level Design: Kung Fu Zombie Killer 6
by Toby gard [05.07.10]
Veteran designer and Tomb Raider creator Toby Gard explains how to enhance the reality and player interest of even a very basic game's design, with a level design case study of the awesomely named Kung Fu Zombie Killer.
Design, Production

Rebooting Medal Of Honor 4
by Kris Graft [05.04.10]
What goes into reawakening a franchise that a publishing executive admits "did fall on hard times"? EA Games label president Frank Gibeau and EALA's Greg Goodrich and Rich Farrelly discuss the revitalization of Medal of Honor.
Business/Marketing, Design, Production, Interview

Postmortem: Magnin & Associates' Skittleball 2
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

From Two Years to Two Months: Transforming a Studio 8
by Eduardo Baraf [04.15.10]
Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged, long-cycle products into one that operates quickly in the Facebook and iPhone arenas.
Business/Marketing, Design, Production, Indie, Social/Online

Creating Blueberry Garden 10
by Erik Svedäng [04.14.10]
The creator of the 2009 IGF Grand Prize winner Blueberry Garden shares the thought processes and inspirations that shaped his atmospheric exploration-based PC indie game, which he calls "a small stepping stone in trying to help evolve storytelling in games."
Design, Production, Indie