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April 30, 2016
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April 30, 2016
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Updates » History
Upgrading history: How M2 created 3D versions of classic Sega games  
by Heidi Kemps [04.28.16]
How Sega and specialist emulation developer M2 created a new package of classic arcade, Master System, and Genesis titles for that take advantage of the 3DS handheld's three-dimensional screen.
Console/PC, Design, Business/Marketing, History

Let Chris Crawford teach you to program Atari's 8-bit computers 1
by Christian Nutt [04.25.16]
Back in the 1980s, Chris Crawford was at Atari, and he produced a series of how-to videos for enthusiasts of its 400 and 800 computers on how to program them -- and you can watch.
Console/PC, Programming, History, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

The story behind NetHack's long-awaited update--the first since 2003  
by John Bridgman [04.15.16]
Meet the team behind the 3.6.0 update of the venerable NetHack--the first update since 2003. Some are former fans. Others have been involved with the game since it first debuted in the summer of 1987.
Indie, Programming, Design, Production, History

The history of the quest compass and its dreadful convenience 21
by Gamasutra Community [04.12.16]
"Dark Souls is name-dropped a lot these days. But part of its novelty came precisely from abandoning all this hand-holding and convenience. 'There are two bells somewhere, go ring them.'"
Console/PC, Design, History

How 1979 Revolution: Black Friday drops players into a real crisis 3
by Bryan Lufkin [04.11.16]
Navid Khonsari was a child in Tehran during the Iranian revolution. Now, he's turned that tumultuous chapter in history into a game that puts players in the midst of the chaos, rivalries, and bloodshed.
Console/PC, Indie, Design, History, Video

How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games like†Europa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

New Video Game Hall of Fame finalists include Final Fantasy, Pokemon, and Minecraft  
by Christian Nutt [04.04.16]
The Strong Museum of Play has announced the 2016 finalists for its World†Video Game Hall of Fame, and the slate once again represents some of the most popular and influential games yet released.
Console/PC, Smartphone/Tablet, Business/Marketing, History

Rez's Mizuguchi: His quest 'to make the player happy' changed his games 1
by Christian Nutt [04.01.16]
"There was a different sort of expression I was searching for. How do I make the player happy? How do I make the people around the player happy, too?"
Console/PC, Design, History

How Nintendo crushed the 1980s PC market with the NES 3
by Christian Nutt [04.01.16]
The Digital Antiquarian blog has published a fascinating new history of how Nintendo took on personal computers in the U.S. -- and won -- in the 1980s, with its Nintendo Entertainment System console.
Console/PC, Business/Marketing, History

A talk with Digital Eel, makers of the Infinite Space games  
by Gamasutra Community [03.22.16]
John Harris speaks with the makers of Weird Worlds: Return to Infinite Space and their new Sea of Stars: Infinite Space III, about the games, about design, about their history, randomness, and their friend Phosphorus.
Console/PC, History

Video blog: The linguists behind Far Cry Primal  
by Gamasutra Community [03.22.16]
John Harney from History Respawned talks with linguistic experts Andrew Byrd and Brenna Reinhart Byrd about their work on the languages used in Far Cry Primal.
Design, History

Blog: Game memories - Wanting the NES, getting King's Quest III 1
by Gamasutra Community [03.21.16]
"To this day, I havenít played a game that scared and delighted me more than It doesnít hold up in the way that Super Mario Bros. does, but Iím still so happy that this was one of my formative game experiences."
Console/PC, Business/Marketing, History

Wasteland: Developing an open-world RPG in 1988  
by Christian Nutt [02.26.16]
"Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series."
Console/PC, Programming, Design, Production, History

Game Boy autopsy: What's inside Nintendo's classic handheld  
by Christian Nutt [02.23.16]
An entertaining, technical peek into what made Nintendo's world-beating 1989 handheld console -- which formed the cornerstone of its business from then on -- tick.
Console/PC, Programming, History, Video

Classic Postmortem: People Can Fly's Bulletstorm GDMag Exclusive 3
by Adrian Chmielarz [02.22.16]
This distinctive and underappreciated shooter was released five years ago today. Here's an in-depth postmortem of the game's development by Adrian Chmielarz that first ran in Game Developer magazine.
Console/PC, Audio, Design, Production, Business/Marketing, History, GD Mag Exclusive

The Legend of Zelda turns 30: 5 things it brought to console games 7
by Jon Irwin [02.19.16]
Happy 30th birthday to The Legend of Zelda! We talked to several designers about how the epochal adventure changed the perception of what a console game could do--and how it personally inspired them.
Console/PC, Audio, Design, Business/Marketing, History

Unpacking the stigma of mental illness in The Town of Light 5
by Simon Parkin [02.17.16]
TV, film, and games routinely use asylums as an atmospheric setting. But The Town of Light is anything but a hackneyed horror game. It's born of personal experience, not voyeurism or exploitation.
Console/PC, Indie, Design, History, Video

James Goddard saw the birth of the Street Fighter II phenomenon 3
by Chris Baker [02.12.16]
"Street Fighter II†inspired so many of us to make fighting games.†It also founded the FGC (Fighting Game Community). I'm lucky to have a unique perspective on this legacy--I was there for its birth."
Console/PC, Business/Marketing, History