Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 16, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Production
Postmortem: Fizz Factor's The Incredible Hulk 1
by Rodney Gibbs, Paul Benjamin [10.29.08]
In this postmortem, the creators of The Incredible Hulk game for Nintendo DS discuss the 'fully destructible environment' title for handhelds, from GameMaker prototyping to 'Rage' button removal.
Design, Postmortem, Programming, Production

Engines of Creation: An Overview of Game Engines 16
by jon jordan [10.28.08]
So you need a game engine? Gamasutra surveys the state of the market in this comprehensive overview of solutions, priced from hundreds to hundreds of thousands of dollars.
Business/Marketing, Programming, Production

Building Social Communities For Your Game: A Primer 5
by peter ryan [10.22.08]
How do you create game ecosystems? Guitar Hero community creator Ryan references Halo 3 and Spore to show how data-rich websites and social features make games successful.
Business/Marketing, Production, Social/Online

New Tricks: Scott Blackwood Talks Skate And Skate 2 2
by Christian Nutt [10.17.08]
EA Black Box's Skate has dethroned the long-running Tony Hawk franchise in sales, and with a follow-up imminent, Gamasutra talks to exec producer Scott Blackwood on design and tech fundamentals.
Design, Production, Interview

Building A Great Game Team: Measuring Progress 7
by Marc Mencher [10.15.08]
When building a great game development team, how do you keep everyone on track? Game HR veteran Marc Mencher continues his current Gamasutra series, discussing progress, goals and rewards.
Business/Marketing, Production

Postmortem: Naughty Dog's Uncharted: Drake's Fortune 6
by Richard Lemarchand, Neil Druckmann [10.08.08]
Naughty Dog calls Uncharted their 'biggest and most complex' challenge yet, and shares successes and stumbles in this fascinating postmortem.
Design, Postmortem, Production, Console/PC, North America

Postmortem: Brothers in Arms: Double Time 3
by Kurt Reiner, Kristin Price [09.30.08]
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time.
Design, Postmortem, Programming, Production, Console/PC, North America

Postmortem: Torpex Games' Schizoid 10
by Jamie Fristrom [09.24.08]
In an exclusive Gamasutra postmortem, Torpex Games co-founder Fristrom (Spider-Man 2) presents a fascinating post-release analysis of the XNA-utilizing Xbox Live Arcade co-op title.
Business/Marketing, Design, Postmortem, Production, Art, Console/PC, North America

Preparing for WAR: Mark Jacobs on Launching Warhammer Online 10
by Chris Remo [09.22.08]
Warhammer Online is perhaps the most-anticipated MMO debut since World Of Warcraft, and Gamasutra catches up with Mythic GM Mark Jacobs, post-launch, to reveal initial results, comments on the competition, and more.
Business/Marketing, Design, Production, Interview, Social/Online

Postmortem: Little Boy Games' Go! Go! Break Steady 3
by Ahmed Usman Khalid [09.18.08]
In this exclusive Gamasutra postmortem, the developers of XBLA title Go! Go! Break Steady pointedly detail the trials and tribulations of making an original IP console title as a two-man indie dev.
Business/Marketing, Design, Postmortem, Production, Console/PC, Indie, North America