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September 21, 2018
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Features » Production
Gaming the System: How to Really Get Ahead in the Game Industry 20
by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline.
Audio, Business/Marketing, Design, Programming, Production, Art

Postmortem: Realtime Worlds' Crackdown 2
by Phil Wilson [09.07.09]
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown.
Business/Marketing, Design, Postmortem, Production, Art

From the Ashes of Mythos: The Art of Torchlight 8
by Jason Beck [09.03.09]
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here.
Business/Marketing, Design, Production, Art

Postmortem: Crystal Dynamics' Tomb Raider: Underworld 12
by Eric Lindstrom [09.02.09]
This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year, explains exactly what went right and wrong during the making of the critically acclaimed franchise update.
Business/Marketing, Design, Postmortem, Production

Shooting For The Stars: Blizzard's Sigaty On Developing StarCraft II 17
by Chris Remo [08.18.09]
Gamasutra recently sat down with Blizzard's StarCraft II's lead producer Chris Sigaty, and with him delved into the practices and pressures that have lead to the PC RTS, shipping its first chapter in 2010.
Business/Marketing, Design, Production, Interview, Sponsored Feature

A New Attitude To Game Engineering: Embrace Change, Re-Use, Fun 10
by Johannes Norneby, Tobias Olsson [08.06.09]
Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through applying software engineering processes to game development.
Design, Programming, Production

Postmortem: ngmoco/Demiurge Studios' WordFu 2
by Stephanie Morgan, Chris Linder, Justin Lokey [08.05.09]
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu, from swift iteration to localization complexity and beyond.
Design, Postmortem, Production, Smartphone/Tablet

Postmortem: Gaijin Games' BIT.TRIP BEAT 3
by Alex Neuse [06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
Design, Postmortem, Production, Indie

Postmortem: Square Enix's The World Ends With You 3
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando [04.30.09]
In this rare postmortem, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.
Audio, Design, Postmortem, Production, Art

Quality Quality Assurance: A Methodology for Wide-Spectrum Game Testing 5
by David Wilson [04.28.09]
Nintendo and Microsoft Game Studios veteran Wilson talks about the value of diverse, video game testing, suggesting a formula to make sure your game debuts with the smallest amount of bugs possible.
Business/Marketing, Production