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May 24, 2017
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7 Japanese RPGs game developers should study 2
by Stefanie Fogel [05.23.17]
We reached out to some game makers and asked them to name some JRPGs that they believe all devs should study. They provided us with a diverse list of their highly personal picks.
Console/PC, Design, History

Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D 3
by Jon Irwin [05.05.17]
Happy 25th birthday B. J. Blazkowicz! iD co-founder Tom Hall, who directed Wolfenstein 3D, shares 5 crucial lessons of game design he learned from making that game that he still uses to this day.
Console/PC, Programming, Art, Design, Production, History

Fan buys box of Blizzard stuff on eBay, finds StarCraft source code 3
by Alex Wawro [05.04.17]
Blizzard contacted the person after they posted a picture on Reddit and persuaded them to return the disc, then rewarded them with a bunch of merch and an invite out to drinks -- at BlizzCon.
Console/PC, Business/Marketing, History

How TumbleSeed grew out of an '80s arcade game: Ice Cold Beer  
by Alex Wawro [05.02.17]
"We've got to be true to the source material, out of love and respect for this awesome game that not a lot of people know about," TumbleSeed dev Greg Wohlwend tells The Verge in a new interview.
Console/PC, Indie, Design, History

The Strong nets bounty of game dev artifacts from IF pioneer Scott Adams 2
by Alex Wawro [05.02.17]
Pioneering game developer Scott Adams has been making games for over 40 years, and now he's donated a sizable collection of games and game development materials to The Strong Museum of Play in NY.
Console/PC, Design, History

Q&A: Benoit Sokal on Syberia and his comics career  
by Katherine Cross [04.10.17]
For francophone audiences, Benoit Sokal was known as a comics arts before he designed the Syberia franchise. He says the transition into game design was a natural extension of his skills and talents.
Console/PC, Indie, Design, History

Historians aim to recover, restore, and archive video game media assets  
by Alissa McAloon [04.05.17]
A collection being assembled by The Video Game History Foundation is trying to preserve decades of video game promotional material before it is lost forever.
Console/PC, History

Q&A: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [04.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

Pokemon, Halo, and Donkey Kong among 2017 World Video Game Hall of Fame finalists  
by Alissa McAloon [03.28.17]
For the third year running, the Strong Museum of Play has announced the list of finalists vying for permanent recognition in the museum's World Video Game Hall of Fame.
Console/PC, History

Bob Bates' Thaumistry is an experiment in reviving text-based games 2
by Christopher Priestman [02.14.17]
After 3 decades in the industry, Bob Bates explains why he thinks the time is right for Thaumistry his return to text-based interactive fiction. [HINT: vastly improved parsers are part of it.]
Console/PC, Smartphone/Tablet, Indie, Design, History

Source code for Turok and NBA Jam Extreme surfaces 2
by Alex Wawro [02.07.17]
A preservationist appears to have acquired some workstations that were once the property of Acclaim Entertainment -- and still have source code for some of the now-bankrupt company's published games.
Console/PC, History

Best of 2016: Unprecedented raw footage of Japan's game industry 5
by Gamasutra Community [12.08.16]
This collection of videos from John Szczepaniak's recent documentary shine a light on the forgotten history of Japanese game development, proving to be one our most popular posts of the year.
Console/PC, Design, Production, History

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