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April 24, 2017
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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 |  
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 | 3 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 |  

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