Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 17, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


The Value of Repetition 10
by Array [07.31.12]
"Repetition" is usually a bad word -- and in games, often associated with grinding. Can it be the path to unlocking something more rewarding for players when properly utilized? Designer Ara Shirinian considers.
Design

Lumines Electronic Symphony: The Untold Story 4
by James Mielke [07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art

The More You Know: Making Decisions Interesting in Games 29
by Jon Shafer [07.27.12]
Stardock's Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
Design

Have Used Games Helped the Industry Evolve? 19
by Kevin Ohannessian [07.26.12]
Are used games evil, as many developers suggest? In this Gamasutra feature, we speak to GameStop president Tony Bartel, developers such as Ngmoco's Ben Cousins, 5th Cell's Jeremiah Slaczka, and CD Projekt RED's Adam Badowski, among others.
Business/Marketing

War-torn Developers: Creating Games from the Front Lines 9
by Eric Caoili [07.25.12]
Many games are set in warzones -- but what do the developers who live through violence produce? In this feature, Gamasutra speaks to developers in regions that are tumultuous to find out what they want to create and why.
Business/Marketing, Design, Interview

Game Research, and What it Means to You 11
by Jason Allaire, Anne McLaughlin [07.24.12]
In this new feature, two researchers at North Caroline State University share research that's been done on how games improve the lives of players, and chart a path toward game companies conducting their own -- complete with practical suggestions.
Design

The Guts of Gearbox 6
by Christian Nutt [07.23.12]
How does a developer make strong creative bets and win? How do you stand out from the crowd and blend RPG mechanics with a shooter and comic book flair? President Randy Pitchford explains.
Business/Marketing, Design, Interview

Our Top 30 Developers 5
by Staff [07.21.12]
Game Developer and Gamasutra editors have teamed up to list our top 30 developers of the past 12 months, from the indies to the big boys. This honor is reserved for teams of developers who are doing something new, something different, something better -- or, more often than not, all of the above.
Business/Marketing

Not Really Artists: The Creative Team Behind Dishonored 8
by Christian Nutt [07.20.12]
Harvey Smith and Raf Colantonio talk to Gamasutra about the kind of game they want to make, and why; they also talk about why games such as theirs center around violence and conflict; designing for emergent gameplay.
Design, Interview

The Great Catch: Becoming the Artist You Should Be 21
by Audran Guerard [07.19.12]
In this extensive and inspirational feature, Electronic Arts' Audran Guerard, an art director at EA Shanghai, explores what it truly takes to learn and grow as an artist -- and to create works that have meaning and interest for the players of your games.
Art