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October 23, 2020
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Notes from the Mix: Prototype 2 4
by Rob Bridgett [06.20.12]
The audio director on open world game Prototype 2 shares a crucial revelation about how to create a consistent soundscape for his game across all different sections -- and explains in depth how he achieved that great mix.

A Way to Better Games: Establishing Functional Theory 80
by Keith Burgun [06.19.12]
What will it take to make a real step forward in game design? Keith Burgun argues that we need to develop a standard by which to judge what is and what is not a game, and a way of looking at game design much like formal music theory.

Sponsored Feature: The Cost of Ignorance 1
by Justin Mauldin [06.18.12]
PapayaMobile director of marketing Justin Mauldin reviews the latest statistics on user acquisition costs and conversion rates, and offers up some helpful tips on how to make sure users get engaged with your free-to-play Android game and stick around.
Sponsored Feature, Social/Online, Smartphone/Tablet

EA's Core Strategy: Tech, Teams, Brands 3
by Kris Graft [06.18.12]
In this new interview, EA Games label boss Patrick Soderlund discusses how the huge publisher tackles its core gamer business -- whether it's from the perspective of the Frostbite 2 engine, or its free-to-play business, or fostering creativity.
Business/Marketing, Interview, Social/Online

10 Years of Behavioral Game Design with Bungie's Research Boss 22
by John Hopson [06.15.12]
Bungie's head of user research takes another look at his decade-plus old article, which has become both influential and infamous for its suggestion that games can be better when developers take the psychology of players into account.

Finding Out if a Publisher is Right for You 2
by Majdi Kraiem [06.14.12]
A veteran Ubisoft producer explains what publishers look for in developers, and also explains what developers should look for in return, and how sometimes the more experienced studios and publishers with better offers aren't the best choices.

Postmortem: Zachtronics Industries' SpaceChem 16
by Zach Barth [06.13.12]
The developer of the cult indie puzzle hit SpaceChem explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Design, Postmortem, Production, Indie

Fight or Flight: The Neuroscience of Survival Horror 16
by Maral Tajerian [06.12.12]
How exactly do horror games work on the brains of players? In this new feature, neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.

The Secrets of Brutality: God of War's Combat Design 9
by Christian Nutt [06.11.12]
To discuss the core of what's important to the series -- not just violence, but accessibility and readability -- and how it has evolved since its inception, Gamasutra speaks to Jason McDonald, lead combat designer.
Design, Interview

Postmortem: Avalanche Studios' Renegade Ops 5
by Axel Lindberg [06.08.12]
How can the creative process turn into an "upward spiral" where everyone is firing on all cylinders -- and then, how can that upward spiral hide the real problems with the project from you? This candid postmortem has the answers.
Design, Postmortem, Production