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June 19, 2019
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Procedural Content Generation: Thinking With Modules 27
by Array [07.18.12]
The Aaaaa! creator shares lessons learned about designing levels using algorithms on that game, and how that thinking has played forward into the team's next game, Ugly Baby, which creates levels based on mp3s.
Design, Indie

Creating Audio That Matters 2
by Caleb Bridge [07.17.12]
What goes into the creation of audio that really sticks with players and brings more to the game? Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore the issue across three very different titles.
Audio

What The Witcher Taught CD Projekt About RPGs 15
by Tom Curtis [07.16.12]
The team at CD Projekt RED has made a name for itself as a top-tier RPG developer with the release of the The Witcher 2, and as it moves into Cyberpunk the joint CEO and studio head reflect.
Design, Interview

Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social 3
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet

Scaling a Physics Engine to Millions of Players 10
by Kevin He [07.12.12]
An ex-Blizzard physics and networking lead for online game Roblox shares the secrets of how the Lego-like building game simulates rigid bodies for millions of players at a time -- without losing either performance or fun.
Programming, Social/Online

The Erosion of Creative Freedom? The Battle over Publicity Rights 18
by Greg Lastowka [07.11.12]
Rutgers professor and lawyer Greg Lastowka explains why he believes that EA should prevail in its case against Rutgers quarterback Ryan Hart, who's suing the company because his likeness has appeared in NCAA Football -- and the considers the broad implications of a loss or a win for Hart.
Business/Marketing

On Player Characters and Self Expression 49
by Tadhg Kelly [07.10.12]
In this essay, UK-based game designer and Gamasutra contributor Tadhg Kelly explains why he believes there's no such thing as a player character, and analyzes what's really going on when most people play games in context.
Design

Wii U and Indies: Will it Work This Time? 6
by Mike Rose [07.09.12]
You can almost count WiiWare's successful titles on one hand. Will Nintendo's expanded online focus for its next console boost the fortunes of indie developers this time around? Gamasutra speaks to several developers to find out their take.
Business/Marketing, Interview, Indie

Kaos Descends: How Homefront's Developer Met its End 35
by Leigh Alexander [07.06.12]
What contributed to the closure of Homefront developer Kaos Studios, once the shining hope for the resurrection of embattled publisher THQ? In this investigative piece, Leigh Alexander speaks to former staffers to get the inside story.
Business/Marketing, Interview

Fun is Boring 67
by Neils Clark [07.05.12]
Are the many attempts to come up with new, fresh theories of fun beside the point? Should designers stop trying to analyze what fun is and instead read what's already been published and then work on new games? That -- and more -- is what DigiPen professor Neils Clark argues in this new piece.
Design