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April 16, 2014
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A classic interview with Castlevania composer Michiru Yamane 5
by GDMag staff [12.26.13]
Michiru Yamane is one of the most notable composers in the field. In 2006, Game Developer's Brandon Sheffield spoke to her about her work.
Business/Marketing, Production, Console/PC, Indie, GD Mag

Keeping the faith: Obisidian's Feargus Urquhart on RPGs and PCs 2
by GDMag Staff [12.23.13]
In this classic Game Developer magazine interview, Feargus Urquhart opens up about why he left Interplay to found Obsidian, the challenges of starting a studio and the eternal promise of PC gaming.
Business/Marketing, Design, Console/PC, Indie, GD Mag

Raising stakes in the next-gen publisher-developer relationship GDMag Exclusive 1
by Peter Molyneux [12.19.13]
In this classic Game Developer magazine column, Peter Molyneux breaks down the many ways that developers can effectively fund development at the dawn of a new generation of consoles.
Business/Marketing, Design, Production, Console/PC, Indie, GD Mag, GD Mag Exclusive

When tales wag the dog: How narrative can help or hurt your game GDMag Exclusive 1
by Noah Falstein [12.10.13]
In this classic Game Developer magazine column, industry veteran Noah Falstein examines when it's appropriate to invest your time in telling a good story, and when it's better to leave well enough alone.
Design, Console/PC, GD Mag, GD Mag Exclusive

Madame Bovary, the Gritty Triple-A Experience GDMag Exclusive 1
by Matthew Wasteland [11.21.13]
In this humor column reprinted from the December 2009 edition of Game Developer magazine, Matthew Wasteland reminds us of some of the creative baggage triple-A games have yet to leave behind.
Design, Console/PC, GD Mag, GD Mag Exclusive

From concept to retail in three months: the making of Deer Hunter GDMag Exclusive  
by James Boer [11.19.13]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller.
Programming, Production, Console/PC, GD Mag, GD Mag Exclusive

If we pitched food the same way we pitched games GDMag Exclusive 3
by Matthew Wasteland [11.01.13]
In this humor column reprinted from the October 2011 issue of Game Developer magazine, Matthew Wasteland shares how sometimes a very simple core concept can become lost.
Design, GD Mag, GD Mag Exclusive

On designing a game to outlive you GDMag Exclusive 11
by Chris Crawford [10.29.13]
In this editorial from the June 1997 issue of Game Developer magazine, Chris Crawford bemoans industry shortsightedness, suggesting it might be better to plant oaks than short-lived weeds.
Design, Console/PC, GD Mag, GD Mag Exclusive

Monsters from the Id: The Making of Doom 1
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

Intro to User Analytics 4
by Anders Drachen, Alessandro Canossa, Magy Seif El-Nasr [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Internal Indies 1
by Steve Stopps [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Revisiting Android 1
by Patrick Miller [05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 7
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive