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September 16, 2014
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Updates » GD Mag Exclusive
A basic history of BASIC on its 50th birthday GDMag Exclusive 5
by John Szczepaniak [05.01.14]
This classic Game Developer magazine feature celebrates the anniversary of the BASIC language by asking its creators about its inception, history, and influence on the game industry.
Console/PC, Programming, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

How arcade games have come, gone, and could come again GDMag Exclusive 4
by Nolan Bushnell [04.22.14]
In this classic Game Developer magazine column, Nolan Bushnell explains why arcade machines failed and how location-based video games could still thrive in the age of online technology.
Console/PC, Social/Online, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Apogee Software: When the sultans of shareware went retail Exclusive GDMag Exclusive  
by Alexander Antoniades [04.08.14]
In this reprint from the February 1995 issue of Game Developer magazine, editor-at-large Alexander Antoniades describes Apogee Software's attempt to move beyond shareware development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Best of 2013: Programmer, interrupted GDMag Exclusive 17
by Chris Parnin [12.26.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches.
Programming, GD Mag Exclusive

Raising stakes in the next-gen publisher-developer relationship GDMag Exclusive 1
by Peter Molyneux [12.19.13]
In this classic Game Developer magazine column, Peter Molyneux breaks down the many ways that developers can effectively fund development at the dawn of a new generation of consoles.
Console/PC, Indie, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

When tales wag the dog: How narrative can help or hurt your game GDMag Exclusive 1
by Noah Falstein [12.10.13]
In this classic Game Developer magazine column, industry veteran Noah Falstein examines when it's appropriate to invest your time in telling a good story, and when it's better to leave well enough alone.
Console/PC, Design, GD Mag Exclusive, GD Mag

Madame Bovary, the Gritty Triple-A Experience GDMag Exclusive 1
by Matthew Wasteland [11.21.13]
In this humor column reprinted from the December 2009 edition of Game Developer magazine, Matthew Wasteland reminds us of some of the creative baggage triple-A games have yet to leave behind.
Console/PC, Design, GD Mag Exclusive, GD Mag

From concept to retail in three months: the making of Deer Hunter GDMag Exclusive  
by James Boer [11.19.13]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller.
Console/PC, Programming, Production, GD Mag Exclusive, GD Mag

If we pitched food the same way we pitched games GDMag Exclusive 3
by Matthew Wasteland [11.01.13]
In this humor column reprinted from the October 2011 issue of Game Developer magazine, Matthew Wasteland shares how sometimes a very simple core concept can become lost.
Design, GD Mag Exclusive, GD Mag

On designing a game to outlive you GDMag Exclusive 11
by Chris Crawford [10.29.13]
In this editorial from the June 1997 issue of Game Developer magazine, Chris Crawford bemoans industry shortsightedness, suggesting it might be better to plant oaks than short-lived weeds.
Console/PC, Design, GD Mag Exclusive, GD Mag

Some simple math for figuring out your game's audio budget GDMag Exclusive  
by Alexander Brandon [10.25.13]
In this reprint from the September 2005 issue of Game Developer magazine, Alexander Brandon shares some useful formulas for determining the audio budget of your game.
Design, GD Mag Exclusive, GD Mag

Free-to-play tips, from Triple Town's studio head GDMag Exclusive 10
by Dave Edery [10.22.13]
In this reprint from the September 2012 issue of Game Developer magazine, Spry Fox CEO Dave Edery expounds on the studio's successful F2P Triple Town.
Social/Online, Business/Marketing, GD Mag Exclusive, GD Mag

On trying to 'epic fail'-proof your game GDMag Exclusive  
by Steve Theodore [10.18.13]
In this reprint from the November 2010 issue of Game Developer magazine, technical art director Steve Theodore advises on the good intentions but occasional pitfalls of trying to plan for every eventuality.
Console/PC, Programming, Art, GD Mag Exclusive, GD Mag

Yes, you should understand code - even if you're not a programmer GDMag Exclusive 44
by Chris Hecker [10.16.13]
In this reprint from the May 2002 issue of Game Developer magazine, Chris Hecker suggests that all game designers should know how to code -- to even understand what a game is.
Console/PC, Programming, Design, GD Mag Exclusive, GD Mag

Insights into audio recording, from two voice directors GDMag Exclusive 1
by Jesse Harlin [10.15.13]
In this reprint from the November 2011 issue of Game Developer magazine, Jesse Harlin speaks with voice directors from LucasArts and Telltale for some industry insights.
Console/PC, Audio, GD Mag Exclusive, GD Mag

Beware the 'Genius Game Designer' GDMag Exclusive 30
by Matthew Wasteland [10.10.13]
In this reprint from the April 2010 issue of Game Developer magazine, Matthew Wasteland takes us inside the private devlog of that game industry menace, the Genius Game Designer.
Console/PC, Design, GD Mag Exclusive, GD Mag

In 2002, Warren Spector interviewed Sid Meier GDMag Exclusive 1
by Game Developer magazine [10.09.13]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another renowned game designer.
Design, GD Mag Exclusive, GD Mag

Art direction: A touching story GDMag Exclusive  
by Josh White [10.07.13]
In this reprint from the April 1998 issue of Game Developer magazine, Josh White outlines some best practices for keeping lines of communication clear and cordial in your art department.
Console/PC, Art, GD Mag Exclusive, GD Mag

Why ambient sound matters to your game GDMag Exclusive 2
by Rob Bridgett [10.02.13]
In this reprint from the April 2007 issue of Game Developer magazine, Rob Bridgett engages sound designers to enrich the ambient sound of their games.
GD Mag, Design, GD Mag Exclusive

Do you want your game to do everything or do one thing very well? GDMag Exclusive 2
by Damion Schubert [09.30.13]
In this reprint from the October 2012 issue of Game Developer magazine, Damion Schubert encourages devs to evaluate the comparative merits of designing a game with breadth or depth in mind.
GD Mag, Design, GD Mag Exclusive