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July 23, 2014
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The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved 55
by Array [04.08.13]
Building on his PhD research, Gamasutra's longtime columnist explores the ways in which game narrative is still problematic, testing theories and solutions, and offering potential suggestions based on years of research and thought.
Design

Why are We Still Talking about LucasArts' Old Adventure Games? 32
by Frank Cifaldi [04.05.13]
What was it about the environment at Lucasfilm Games during the golden age of its graphical adventure games in the 80s and 90s? Why are we still talking about those games today? We polled our development community.
Design, Interview, Console/PC, Exclusive, History

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

ANGELINA: The Computer Program that Designs Games 37
by Joe Martin [04.01.13]
Michael Cook of London Imperial's Computational Creativity Group has created an AI that can design its own games. As the tech forges ahead at a phenomenal pace, Joe Martin queries the underlying philosophy of it all.
Design

The Old Guard: An Interview with Tim Sweeney 17
by Brandon Sheffield [03.22.13]
Sometimes we reach greatness by standing on the shoulders of giants -- and anyone who has ever made a game with the Unreal Engine knows that Tim Sweeney is just such a behemoth. In this interview he folds forth on the present and future of 3D engines for high-powered games.
Business/Marketing, Design, Interview

Developing Meaningful Player Character Arcs in Branching Narrative 16
by Alexander M. Freed [03.21.13]
Can you deliver both choice and a character art that has depth and meaning in the same game? Alexander M. Freed, formerly of BioWare, explores the possibility space, drawing from examples from existing games and adding in his own ideas.
Design

Sponsored Feature: YEBIS 2 Middleware to Power Next-Gen Games Worldwide 1
by Silicon Studio [03.20.13]
Silicon Studio's YEBIS 2 remains the only middleware with physically based optics simulation that can provide post processing effects that take graphics to a whole new level of realism for current- and next-generation games on PC, console, handheld, mobile, or online platforms.
Sponsored Feature

Level Design in a Day: Your Questions, Answered 7
by Coray Seifert [03.19.13]
In the run-up to the popular GDC session -- which runs on Tuesday, March 26 -- Gamasutra collected questions from its community, which many of the participants answer here in roundtable format, including level designers from Epic, Bethesda, and Visceral Games.
Design

Game Developer Quality-of-Life Survey 6
by Patrick Miller, Brad Bulkley [03.18.13]
What about the long hours, frequent layoffs, and crunch phases the game industry is notorious for? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.
Business/Marketing

Winds of Change: Ben Cousins on Today and the Future 18
by Brandon Sheffield [03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet