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March 26, 2017
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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 |  
Blog: A postmortem of '90s-style shooter, Gorescript Classic
This article explores the history of Gorescript Classic, from the development stages to its initial release, to getting played by John Carmack himself.
03.22.17 | News | Gamasutra Community |  
Blog: Valuable but not profitable - A Garden Wars postmortem
Garden Wars can be summed up as a definitely-not-profitable project, that almost pays for itself in other ways. Here are the top 8 reasons why development was tougher than it should have been.
03.22.17 | News | Gamasutra Community |  
Overwatch devs ponder the prospect of adding a map editor
The devs working on Overwatch want to get the players making maps, according to game director Jeff Kaplan, but they expect it's going to be a lengthy process given the game's new engine tech.
03.20.17 | News | Alex Wawro | 2 Number of Comments 
Blog: Design Lessons from ALT.CTRL's Emotional Fugitive Detector
Have you ever wondered about how a unique alternative controller game gets designed? In this mini postmortem I go through how we designed our installation game, Emotional Fugitive Detector.
03.19.17 | News | Gamasutra Community |  
Join us for a Deus Ex stream today at 3 PM ET
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we reinstall Deus Ex and rummage through its many nooks, crannies, and conveniently-placed crates in search of game design gems.
03.15.17 | News | Alex Wawro |  
Video: A postmortem look at the making of The Oregon Trail
At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm.
03.14.17 | News | Staff |  
GDC 2017 talks are now available to watch via the GDC Vault!
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
03.13.17 | News | Staff |  
GDC wraps up another great show and announces 2018 dates
After another fantastic show, conference officials confirm GDC and VRDC will be returning to the Moscone Center in San Francisco from Monday, March 19 to Friday, March 23, 2018!
03.12.17 | News | Staff |  
Building thousands of tiny interactions into Hidden Folks
"We were overwhelmed by this desire for everything to be interactive. It took us maybe a whole year to understand how we could shape the game in a way that that no longer was a problem."
03.06.17 | News | Chris Priestman | 1 Number of Comments 
Warren Spector traces Deus Ex's development back to a game of D&D
"Let me tell you where it began -- this is going to get a little embarrassing," said Spector. "It all began with Dungeons and Dragons."
03.01.17 | News | Alex Wawro |  
Blog: A postmortem of our FPS, Graveyard Shift
Aslan Game Studio owner Ahmet Kamil Keles breaks down the development process behind undead FPS, Graveyard Shift.
02.27.17 | News | Gamasutra Community |  
Reminder: Register for GDC 2017 by tomorrow to avoid paying full price!
With just over a day left until your window to register for GDC 2017 at less than full price closes, conference organizers are encouraging anyone interested in attending to register now!
02.23.17 | News | Staff |  
Making Psychonauts humor work in VR -- without making people sick
"There's a million little things that the team learned," says Tim Schafer, joined by Rhombus lead Chad Dawson. "Like I learned that it's not as fun to look behind you as I thought it was going to be."
02.20.17 | News | Alex Wawro |  
Blog: It was all for love - The Evangeline postmortem
In this post, Nicholas Laborde, video game "business guy" and founder of Raconteur Games, recounts the development of a game about life, love, and loss.
02.19.17 | News | Gamasutra Community |  
Blog: A postmortem of our tabletop RPG, Breakfast Cult
Breakfast Cult is a tabletop RPG (and soon, a visual novel) about cosmic horror and high school drama. This is the story of how it was created.
02.13.17 | News | Gamasutra Community |  
20 talks Gamasutra wants to see at GDC 2017, from sex scenes to grouchy fish
Gamasutra writers recently put our heads together and picked some of our most-anticipated GDC sessions, with topics ranging from designing sex scenes in games to math(s) to...a grouchy fish who lived on the Dreamcast.
02.13.17 | News | Staff |  
Blog: A postmortem of our first Steam release, Luckslinger
My name is Marciano Viereck and this is the postmortem of Luckslinger, the first steam released game that Donald Kooiker, Rik Ravenswaaij, and I developed as a company.
02.08.17 | News | Gamasutra Community |  
Don't Miss: The postmortem of Warbits, a 'certified dumb idea'
"Despite the fact that Warbits worked out for us, it was a certified dumb idea," writes one dev. "We hope this postmortem can shed some light."
02.06.17 | News | Staff |  
Don't Miss: David Cage on the successes and failures of Indigo Prophecy
In this classic 2006 postmortem, veteran video game designer David Cage explores what story elements, mechanics, and features did and didn't work in his 2005 interactive drama, Indigo Prophecy.
02.05.17 | News | Staff |  
At GDC 2017, see how Capcom took Resident Evil 7 forward by looking back
At GDC 2017, game director Koshi Nakanishi and Capcom Global R&D senior manager Peter Fabiano will break down how Resident Evil 7 was conceptualized, designed and developed!
02.01.17 | News | Staff |  
Blog: A postmortem of our Ludum Dare entry, Free The Frog
Free the Frog is the game that I developed for the Ludum Dare game development competition in December 2016. In this article, I explain the process I used for developing the game.
02.01.17 | News | Gamasutra Community |  
Chat with one of the creators of indie hit Transformice at 12:30 PM EST
Want to learn how to build a successful indie MMO? We're talking to Melanie Christin, co-creator of Transformice at 3PM EST.
01.31.17 | News | Bryant Francis |  
How do you survive when your game turns out to be a hit?
Learn how the Transformice team survived their own games' success, and how they feel the French game development community should take part in the global development community.
01.31.17 | News | Bryant Francis |  
Come to GDC 2017 and learn what it took to make an RTS without guns
At GDC 2017, Mohawk Games' Soren Johnson will open up about the unique challenges of creating a real-time strategy game without guns -- Offworld Trading Company.
01.29.17 | News | Staff |  

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