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October 1, 2020
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Persuasive Games: Process Intensity and Social Experimentation 29
by Ian Bogost [05.23.12]
In this analysis, developer and scholar Ian Bogost takes a critical look at Chris Crawford's concept of process intensity, how it applies to contemporary games, and in particular answers some assertions made by Johann Sebastian Joust developer Doug Wilson.

Culture Clash: How Video Games Are Crashing the Museum Party 7
by Michael Thomsen [05.22.12]
Museums and gallery spaces have let video games into their culture party, but what issues are there around creative intent, storage, and display? Gamasutra speaks to curators and other interested parties about how games can and should be preserved.

Kratos' Boss: The Studio Head of Sony Santa Monica Speaks 3
by Christian Nutt [05.21.12]
In this interview, Shannon Studstill, Sony Santa Monica's senior director of product development, discusses her job: keeping one of Sony's most important development studios in the running, and making sure God of War is all it can be.
Business/Marketing, Interview, Console/PC

A Personal Journey: Jenova Chen's Goals for Games 22
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie

Predicting Churn: Data-Mining Your Game 15
by Dmitry Nozhnin [05.17.12]
Can you use metrics to predict when players will leave your game? Innova, a Russian MMO operator, decided to test it out on NCSoft's Aion, and in this article, the company's head of analytics and monetization, explains the team's road to accurate predictions.

A Revolution in Sound: Break Down the Walls! 6
by Rob Bridgett [05.16.12]
Rob Bridgett, audio director on Prototype 2 issues a rallying cry for the mixing of the audio discipline with the rest of the studio, and opening up the closed studio space to collaboration -- perhaps even suggesting a fundamental change in studio structure.

Finding Out What They Think: A Rough Primer To User Research, Part 2 11
by Ben Lewis-Evans [05.15.12]
College professor and researcher Ben Lewis-Evans offers further insight into the methods of improving user research in games.

The Devil's Workshop: An Interview with Diablo III's Jay Wilson 48
by Kris Graft [05.14.12]
The director of Diablo III, Jay Wilson, shares his feelings on documentation, the true job of the designer -- including who should not pursue that career path -- and the true meaning of "it's done when it's done".
Design, Interview

What if Cliff Ran the World? 17
by Brandon Sheffield [05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview

How to Make Insane, Procedural Platformer Levels 13
by Jordan Fisher [05.10.12]
In this article, Cloudberry Kingdom developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer -- and how you can design your own AI.
Design, Programming