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July 29, 2014
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Chasing the Whale: Examining the ethics of free-to-play games 119
by Mike Rose [07.09.13]
Free-to-play developers toss around the term "whales" -- but what are they? What are their lives like? And should designers stop targeting them? This in-depth piece examines the ethics around all angles on the issue.
Business/Marketing

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Postmortem: Game Developer magazine 8
by Brandon Sheffield [07.05.13]
In this postmortem from the final (June/July 2013) issue of GD Mag, Brandon Sheffield turns the critical lens inward to examine the ups and downs of GD Mag's 19-year legacy.
Postmortem, Game Developer Magazine, GD Mag Exclusive

Layers of Player Understanding 8
by Jainan Sankalia [07.05.13]
This model explains, from a ludic perspective, the layers of understanding a player can obtain experiencing a heavily designer-authored game. Each layer of this model is based on interaction and how interaction is presented to the player and utilized by the player.
Design


Envisioning Our Interactive Audio Future 6
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Dwarf Fortress in 2013 20
by Mike Rose [07.02.13]
Gamasutra speaks to Tarn Adams, creator of the iconoclastic and unique simulation game, about his future plans, why he doesn't fraternize with developers, and why he resolutely refuses to sell out.
Business/Marketing, Design, Interview, Indie

How Double Fine's happy-go-lucky designer won Kickstarter 9
by Kris Graft [06.27.13]
Double Fine may have blown the doors open on video game crowdfunding, but that didn't make Brad Muir any less nervous about leading the studio's second Kickstarter campaign.
Business/Marketing, Design

Postmortem: Resident Evil 4 8
by Yoshiaki Hirabayashi [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive

Deathmatch Map Design: The Architecture of Flow 4
by James Holloway [06.26.13]
What does it take to make a great multiplayer shooter map? Gamasutra speaks to developers from Respawn Entertainment, Certain Affinity, and 343 Industries to find out what goes into the design of a finely-crafted killing space in series like Call of Duty and Halo.
Design