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October 1, 2020
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Postmortem: Vlambeer's Gun Godz 6
by Rami Ismail, Jan Willem Nijman [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art

Understanding the Legal Impact of Publishing Your Game 12
by Jovan Johnson [05.08.12]
Jovan Johnson, a California attorney and partner at Johnson & Moo, examines the important legal issues that may arise when you sign your mobile game up with a publisher for distribution, and explains how you can take steps to insulate yourself from negative outcomes.

The Future According to Epic's Tim Sweeney 19
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview

The Inclusive Design of Kim Swift 1
by Christian Nutt [05.04.12]
The Portal designer shares lessons she's learned over her career -- the importance of playtesting, a collaborative, democratic development environment, and how basic human psychology can be exploited by game design, as applied to new game Quantum Conundrum.
Design, Interview

Animating Four-Legged Beasts 8
by Cathy Feraday Miller [05.02.12]
Animator Cathy Feraday Miller shares her techniques for animating quadrapeds in walk and run states, presenting both reference materials and her own animations in various states of completion.

Seven Steps to Improved Security 1
by S. Gregory Boyd, Gary Kibel [05.02.12]
As the attacks to PSN and other networks in 2011 show, the game industry is substantially threatened by data privacy and security issues -- and given the number and scale of the breaches, it is also clear the industry, as a whole, was not ready for that threat. What can the game industry do to minimize further damage?

The Top 10 Things The Game Industry Can Learn from Film Production 39
by Tess Jones [05.01.12]
What can game developers learn from the film industry, if anything? No, it's not about storytelling -- it's about the very style of production, argues Tess Jones, who has worked as both a film producer and a game producer.

How Creative Assembly's Process Breeds Quality  
by Christian Nutt [04.30.12]
Studio director Tim Heaton explains how the team is structured to deliver 90-plus Metacritic games, how it maintains its autonomy from Sega while still availing itself of the support a publisher-owned studio expects.
Design, Interview

Postmortem: Housemarque's Outland 6
by Ilari Kuittinen, Aki Raula [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art

15 Years Later: How Sony's Net Yaroze Kickstarted Indie Console Development 8
by John Szczepaniak [04.26.12]
In March 1997, Sony launched the Net Yaroze project, which put the power of the original PlayStation in the hands of amateur developers, and this feature has interviews with developers who got their start on the system, as well as academics who used it to teach.