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November 15, 2018
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Features » Production
What Went Wrong? Learning From Past Postmortems 20
by Brandon Sheffield [04.22.09]
Gamasutra sister magazine Game Developer decided to round up every "what went wrong" entry from the last three years of game postmortems, and compiled the most frequently made mistakes (usually over five times each) into this cautionary feature.
Business/Marketing, Design, Postmortem, Production

50 Cent: Blood on the Sand: Audio Postmortem 1
by Rob Bridgett [04.15.09]
In this detailed postmortem, Bridgett discusses what went right and wrong during the creation of audio for the Swordfish-developer, hyper-stylized hip hop action game 50 Cent: Blood On The Sand.
Audio, Postmortem, Production

Book Excerpt: How Game Developers Choose Leaders 4
by Seth Spaulding [03.30.09]
In an extract from his new book, Team Leadership In The Game Industry, Firaxis veteran Seth Spaulding uses key examples to demonstrate how to pick leaders and discipline-specific leads within your own game development firm.
Business/Marketing, Production

Postmortem: Defense of the Ancients 8
by steve feak, Steve Mescon [03.19.09]
In a Gamasutra-exclusive postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients, now working on the DoTA-influenced League Of Legends for Riot Games, provide a look at the creation of the original title.
Design, Postmortem, Programming, Production

Screen/Play: Narrative Postpartum 11
by Rafael Chandler [03.05.09]
Game writer Rafael Chandler (MAG: Massive Action Game, Ghost Recon series) introduces the concept of 'narrative postpartum', mapping out a post-ship look at your game's narrative.
Design, Production

Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime 4
by Bruce Chia, Desmond Wong [02.24.09]
In this Gamasutra-exclusive postmortem, the creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Postmortem: NinjaBee's A Kingdom for Keflings 4
by Steven Taylor [02.04.09]
In this Gamasutra-exclusive postmortem, NinjaBee explain what went right - and wrong - while creating Avatar-enabled Xbox Live Arcade worldbuilding game A Kingdom For Keflings.
Audio, Design, Postmortem, Production, Art

Postmortem: Capcom/GRIN's Bionic Commando Rearmed 4
by Ben Judd [01.26.09]
In this exclusive Gamasutra postmortem, Capcom's Ben Judd analyzes 2D update Bionic Commando Rearmed, from pricing to online play decisions.
Design, Postmortem, Production

Postmortem: American McGee's Grimm 7
by Wim Coveliers [01.22.09]
In this Gamasutra-exclusive postmortem, the creators of American McGee's Grimm honestly analyze the creation of the Chinese-developed episodic PC adventure series.
Business/Marketing, Design, Postmortem, Programming, Production

Practical Game Playtesting: A Wii-Based Case Study 7
by Gareth Griffiths [01.15.09]
Sidhe Interactive's Griffiths discusses in depth how the GripShift developer playtested and improved their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.
Design, Production