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May 26, 2017
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Video: A postmortem of Ska Studios' Salt & Sanctuary
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
05.24.17 | News | Staff |  
Postmortem: Muse Games' Guns of Icarus Alliance
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance, we’ve made plenty of them."
05.23.17 | News | Howard Taso & Matthew Hartman |  
Video: Designing conflict & high-tension moments in 'Secret Hitler'
As part of GDC 2017's Board Game Design Day, dev Mike Boxleiter offers a postmortem look at his work co-designing Secret Hitler, a Kickstarted tabletop game with some interesting social mechanics.
05.16.17 | News | Staff |  
Google acquires Job Simulator dev Owlchemy Labs
Google has acquired the virtual reality-focused development studio Owlchemy Labs for an undisclosed amount.
05.09.17 | News | Alissa McAloon | 1 Number of Comments 
Blog: A postmortem of our first-person adventure, Leaving Lyndow
Is a small game a better fundraising tool than a crowdfunding campaign? This postmortem takes a look at the six-month development of a very short first-person adventure game.
05.08.17 | News | Gamasutra Community |  
Video: A classic game postmortem for Yoot Saito's Seaman
At GDC 2017, Yutaka "Yoot" Saito spoke at length about his work creating Seaman, a game that left an indelible mark on the fabric of both the game industry and pop culture at large.
05.08.17 | News | Staff |  
Postmortem: Thomas Brush's Pinstripe
After five years of scoring, illustrating, designing, and developing Pinstripe, my game about Hell, I'm left with a strange pit in my stomach, and a lot of questions.
05.02.17 | News | Thomas Brush | 14 Number of Comments 
VRDC Fall 2017 adds fresh talks on Cyan's Obduction and VR in healthcare
Come to VRDC Fall 2017 to see a smorgasbord of great VR-focused talks, including a practical guide to VR in healthcare and Cyan's postmortem of bringing its FMV-rich game Obduction into VR.
05.02.17 | News | Staff |  
Warren Spector believes games 'need to be asking bigger questions'
Gamasutra sits down with Spector to catch up on how is return to full-time game dev is going, roughly a year into his work on System Shock 3, and what sorts of stories games tell best.
04.27.17 | News | Alex Wawro | 7 Number of Comments 
Don't Miss: A postmortem for the tree-trimming puzzle game Prune
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It's a delicate dance to remove that which does not matter in favor of that which does."
04.27.17 | News | Gamasutra Community |  
Don't Miss: The making of Call of Duty 4: Modern Warfare
As more details emerge for the latest Call of Duty title, take a look back at this postmortem from the developers of Modern Warfare to learn more about that pivotal entry in the series.
04.25.17 | News | Gamasutra Community |  
Video Game Deep Cuts: Deus Ex's China Lineage
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
04.22.17 | News | Gamasutra Staff |  
Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
04.20.17 | News | Gamasutra Community |  
Join us for the big finale of our Deus Ex stream today at 3 PM ET
This is the end! Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we wrap up our playthrough of the original Deus Ex.
04.19.17 | News | Alex Wawro |  
Video: A postmortem look at the making of Spelunky HD
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
04.19.17 | News | Staff |  
Video: Warren Spector's postmortem of Deus Ex
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
04.18.17 | News | Staff |  
How developers can benefit from creating streamable games
JM Specht, head of Devolver Digital's streaming arm, explains how nurturing a streaming community can ultimately be a good thing for game developers.
04.12.17 | News | Alissa McAloon | 1 Number of Comments 
Blog: A postmortem of dark VR fantasy, The Gallery: Call of the Starseed
A postmortem of The Gallery - Episode 1: Call of the Starseed, and its long journey of VR game development, from the Oculus DK1 to the HTC Vive.
04.10.17 | News | Gamasutra Community |  
Video: Owlchemy Labs' game dev postmortem of Job Simulator
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
04.04.17 | News | Staff |  
On its 15th birthday, look back at Gas Powered Games' Dungeon Siege postmortem
"Merrily and naively, we set out on what turned out to be a four-year journey," writes Bartosz Kijanka in this timeless postmortem of Gas Powered Games' Dungeon Siege, which debuted in April of 2002.
04.04.17 | News | Staff |  
Blog: Finding your feet on Steam with a small casual game
I wanted to share a postmortem of our first published game for PC, Not a Simulator for Working. The story behind our attempt to enter the Steam market using a small casual game.
04.03.17 | News | Gamasutra Community |  
28 years later, devs are still making level editors for Prince of Persia
In the fall of 1989, Broderbund published game designer Jordan Mechner's seminal platformer Prince of Persia for the Apple II. Now, in 2017, a fan has released a level editor for the the game.
04.03.17 | News | Alex Wawro |  
Video: The last game I make before I die: A Crashlands postmortem
Butterscotch Shenanigans' Sam Coster speaks at GDC 2017 about the making of the studio's hit game Crashlands, which was made after he faced his mortality in the wake of a serious cancer diagnosis.
03.30.17 | News | Staff |  
Blog: A postmortem of mobile game success, KleptoCats
Antonio Uribe, co-founder and director of HyperBeard Games, serves up an in-depth postmortem that spotlights the development of KleptoCats.
03.29.17 | News | Gamasutra Community |  
Blog: How we created our typing adventure game, Epistory
A bit of a post-mortem, a bit of marketing article, a bit of art. Here's a retrospective on the development of our typing adventure game, Epistory.
03.23.17 | News | Chris Kerr |  

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