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November 1, 2014
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Monsters from the Id: The Making of Doom 6
by Alexander Antoniades [08.22.13]
From the very first (January 1994) issue of Game Developer magazine, this feature on Id Software paints a unique portrait of a legendary developer whose games would launch a genre.
Postmortem, Game Developer Magazine, History, GD Mag, GD Mag Exclusive

Grunge, Grrrls and Video Games: Turning the dial for a more meaningful culture 126
by Leigh Alexander [08.16.13]
The grunge music movement usurped the big-haired incumbents during the 1990s. Will a similar supersession play out in the culture of video games? Leigh Alexander offers thought-provoking commentary, originally presented at the Nine Worlds Convention in the UK.
Business/Marketing, Design

Is Wii U's eShop right for your game? Indies sound off 2
by Kris Graft [08.15.13]
Wii U eShop indie developers talk to Gamasutra about what Nintendo's doing right and wrong with its digital distribution platform.
Business/Marketing, Indie, Digital Publishing

Getting from Modern War to the Future of Video Games 5
by Christian Nutt [08.14.13]
A conversation with Splinter Cell Blacklist creative director Maxime Béland and lead writer Richard Dansky about how triple-A creatives struggle to tell meaningful stories in a difficult medium.
Business/Marketing, Design, Interview, Console/PC

20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

Going Platinum: Bayonetta 2, combat design and the Nintendo angle 2
by Christian Nutt [08.06.13]
Director Yusuke Hashimoto and producer Atsushi Inaba are determined to make Bayonetta 2 better than the original -- and talk about working with Nintendo, combat design, and what being an independent developer means.
Design, Console/PC

Sponsored: Respecting and Developing Your Game's Characters 1
by Lee Sheldon [08.05.13]
We need to respect game characters as much as we respect collision detection, says game designer and academic Lee Sheldon.
Design

Postmortem: Kingdoms of Amalur: Reckoning 11
by Mike Fridley [07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Postmortem, Production, GD Mag Exclusive, Alternative Funding

When players buy your game before it's done: Expert tips on alpha funding 6
by Mike Rose [07.30.13]
Interested in alpha funding? Find out what you need to know first -- from Dean Hall (DayZ), Chris Simpson (Project Zomboid), and of course Markus "Notch" Persson (Minecraft), among others.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Crowdfunding, Alternative Funding

Why Super Metroid's Hacking Community is Still Going Strong 15
by Victoria Earl [07.24.13]
We take a look at the reasons behind the 1994 game's active mod scene -- exploring which elements of the game's original design, its place in the series, and fan reaction have fostered a rich community.
Console/PC, Indie, History