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John Harris's Expert Blogs

Posted by John Harris on Wed, 18 Apr 2018 04:18:00 EDT in Design, Console/PC
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' Atari Video Cube doesn't actually work like a real Rubik's Cube. It's a lot more accessible! It's a laid-back kind of puzzle game that Atari originally sold by mail order.

Posted by John Harris on Fri, 13 Apr 2018 04:23:00 EDT in Design, Console/PC
Excerpt from 21 Unexpected Games to Love for the Atari VCS. Riddle of the Sphinx shows developers for the Atari reaching for complexity of design and theme, a far cry from the Pong and Tank clones the system was made for.

Posted by John Harris on Tue, 28 Mar 2017 09:40:00 EDT in Design, Programming
Details on Pac-Man's little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle.

Posted by John Harris on Mon, 21 Mar 2016 02:18:00 EDT in Audio, Design, Programming, Production, Art, Console/PC, Indie
I converse with the makers of Weird Worlds: Return to Infinite Space and their new Sea of Stars: Infinite Space III, about the games, about design, about their history, randomness, and their friend Phosphorus.

Posted by John Harris on Wed, 09 Mar 2016 03:05:00 EST in Design, Console/PC, Indie
An article about the fan-made game scrambling tool Zelda Randomizer, and how it adds an air of the roguelike to The Legend of Zelda. Previously published on Kotaku.

Posted by John Harris on Thu, 11 Feb 2016 06:38:00 EST in Design, Art, Indie
An excerpt from the book @Play: Exploring Roguelike Games, on the subject of the non-Euclidian roguelike HyperRogue, in which all hits are deadly and the universe is much stranger than it first appears....

Posted by John Harris on Tue, 30 Jun 2015 01:28:00 EDT in Design, Programming, Production, Art, Indie, Social/Online, Smartphone/Tablet
On the talks of IRDC US 2015.

Posted by John Harris on Mon, 27 Apr 2015 12:33:00 EDT in Design, Console/PC, Indie
The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.

Posted by John Harris on Wed, 11 Mar 2015 12:55:00 EDT in Design, Console/PC, Indie
The column revived; roguelikes' new-found prominence; introducing the games to new readers; what succeeding columns will contain.

Posted by John Harris on Fri, 27 Feb 2015 03:08:00 EST in Design, Console/PC, Indie
@Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl.

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