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December 5, 2016
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Mortal Kombat dev Ed Boon recalls the uppercut that started it all  
by Alex Wawro [12.02.16]
"The big thing was this uppercut," remembers Mortal Kombat co-creator Ed Boon. "The screen shook and the guy flew up in the air then like suddenly everybody is coming into my office 'Aw, let me see the game!'"
Console/PC, History

Miyamoto remembers how the idea for 'small Mario' was born  
by Alex Wawro [11.15.16]
"Nakago-san said, 'Wait a minute. Wouldn't it be fun to have a small Mario, too?'" Miyamoto recalls. "That would be a brand-new game mechanic, and we decided to go with it right away in that meeting."
Console/PC, Design, History

Have a look at Nintendo's reprints of 30+ NES/Famicom game manuals 1
by Alex Wawro [11.15.16]
Nintendo launched its NES Mini 30-game console last week, and rather than try to cram 30 manuals in the box the company has gone ahead and published them online for everyone to check out.
Console/PC, History

Annotated version of an original Deus Ex design doc surfaces 3
by Alex Wawro [11.14.16]
Years after Eurogamer published excerpts of an early Deus Ex design document annotated by Warren Spector, an eager Reddit user has convinced the writer of that piece to share the whole thing.
Console/PC, Design, History

A brief history of AI research in real-time strategy games 2
by Gamasutra Community [11.07.16]
"Researchers have made a transition from investigating AI techniques on RTS games in isolation, to collaborations & competitions on more complex games where techniques are matched up head-to-head."
Programming, Design, History

Devs discuss the past and future of the 'roguelike' 2
by John Bridgman [09.16.16]
What hath Rogue wrought? A subgenre of randomly generated dungeon crawlers dubbed Roguelikes, and many innovative experiments in procgen. We spoke to several developers about the impact of the classic.
Console/PC, Indie, Design, History

Game developers remember Street Fighter...the original 14
by Gamasutra Community [09.01.16]
The original Street Fighter just turned 29. Does anyone remember it? Does anyone care? We decided to ask a bunch of game developers to find out.
Design, History

Obduction let Cyan experiment with VR in a non-Myst universe 1
by Richard Moss [08.24.16]
Obduction, which is out today, is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
VR, Console/PC, Indie, Art, Design, History, Video

As SNES turns 25, devs discuss its 7 greatest graphics innovations 9
by Jon Irwin [08.22.16]
“The SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
Console/PC, Art, Design, History

As the SNES turns 25, devs weigh in on the console's 11 best games 25
by Jon Irwin [08.19.16]
A generation of developers grew up with the Super Nintendo. We asked several of them to weigh in on the console's touchstone games. 25 years later, these are the classics that still resonate
Console/PC, Design, History

University funds efforts to build an archive of LGBTQ content in games  
by Alex Wawro [08.17.16]
Earlier this year Temple University awarded an academic fellowship to assistant professor Adrienne Shaw that will support her efforts to build out and maintain her LGBTQ Video Game Archive project.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, History

15 years later, dev releases source code of cancelled Game Boy Color RPG 3
by Alex Wawro [08.16.16]
More than a decade after shutting down, defunct video game studio Affinix Software has briefly returned from the dead to release a ROM and the source code for its cancelled Game Boy Color RPG Infinity.
Console/PC, Programming, Business/Marketing, History

Blog: Free historical data on the game industry!  
by Gamasutra Community [07.13.16]
Thanks to a request on social media, the (formerly expensive!) Game Developer Research files on top 20 publishers/developers, the state of game development, and more are being made available for free.
Business/Marketing, History

Video: Historians discuss Call of Duty: Black Ops 3
by Gamasutra Community [06.29.16]
Historians Bob Whitaker, Christopher Dietrich, and Joseph Parrot discuss Call of Duty Black Ops 1 and 2. Topics include the Cold War, the CIA, Black Ops lawsuits, and secret operations.
Console/PC, Design, History

Link can jump in the latest Zelda. Here's why that's a big deal 8
by Jon Irwin [06.28.16]
The Legend of Zelda: Breath of the Wild ditches one of the franchise's key design constraints, letting players jump with the press of a button. What does Nintendo's design decision mean?
Console/PC, Design, History

Defender dev Eugene Jarvis on the bright future of arcade games 7
by Bryan Lufkin [06.22.16]
“Whenever I talk to people about arcade games, they’re shocked to know the business still exists,” Eugene Jarvis says. “I, too, am amazed. We should have packed it up in the last millennium.”
Indie, Design, Production, Business/Marketing, History, Video

Blog: Lara Croft and the search for the Holy Grail 2
by Gamasutra Community [06.17.16]
Rise of the Tomb Raider presented a clever turn on the Christian canon. Here's a comparison of game mythology with the gnostic gospels, the legend of the Holy Grail, and historical Christianity.
Console/PC, History

How Will Wright and SimCity shaped the course of game dev history  
by Alex Wawro [06.10.16]
In a new Digital Antiquarian blog video game history buff Jimmy Maher runs down how Will Wright's upbringing led him to create SimCity -- and how it went on to shape generations of game developers.
Console/PC, Production, History

Don't Miss: How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.10.16]
This fascinating, timeless excerpt from Gabe Durham's terrific book about the NES game Bible Adventures lays out the backstory of another one of the most idiosyncratic FPS games ever made.
Console/PC, Design, History, Video

Notes from the infancy of networked games 4
by Gamasutra Community [06.08.16]
Game developer David H. Schroeder, whose commercial games have appeared on systems including the Apple II and Commodore 64, recounts what it was like writing some of the earliest online games.
Social/Online, History