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December 5, 2019
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What Game Devs Want From Next-Gen Consoles 23
by Frank Cifaldi, Kris Graft [03.30.12]
As rumors about a new Xbox and PlayStation continue to swirl, Gamasutra speaks with several top-tier game industry figures from Crytek, DICE, Epic Games and others to answer the question: What do you desire from the next generation of hardware?
Business/Marketing

What Makes a Game? 109
by Keith Burgun [03.29.12]
Keith Burgun, founder and designer at 100 Rogues developer Dinofarm Games, argues that some video games are not "games" at all -- and posits a way to home in on the precise elements that make games engaging to players.
Design

Sad But True: We Can't Prove When Super Mario Bros. Came Out 58
by Frank Cifaldi [03.28.12]
When did Super Mario Bros. first go on sale in the U.S.? You'd think this would be an easy thing to answer, but dig as deep as we did and you'll find more questions than answers.
Business/Marketing, Design

Rational Design: The Core of Rayman Origins 15
by Chris McEntee [03.27.12]
In this extensive design article, Chris McEntee, who worked on Rayman Origins as a designer at Ubisoft Montpelier, examines the company's core design philosophy and explores the techniques used to create the lauded platformer.
Design

Sponsored Feature: Life Beyond App Stores - Carrier App Stores Are Ready To Rule  
by Scott Prather [03.27.12]
Playphone senior director of business development Scott Prather discusses the "Age of Mobile", saying "there has never been a more exciting, and perhaps challenging, time to be a mobile games developer."
Sponsored Feature, Smartphone/Tablet

Getting EA Ready for the Future 7
by Brandon Sheffield [03.26.12]
Is the megalithic publisher up to the challenge of navigating an increasingly digital and diverse landscape of players and platforms? Chief creative director Rich Hilleman, who joined Electronic Arts in the 1980s, takes us on a tour of the industry's evolution.
Business/Marketing, Interview

Inafune: The Hope of the Japanese Industry? 20
by Christian Nutt [03.23.12]
The outspoken creator and former Capcom R&D head offers more of his take on what's wrong with the Japanese industry, explains why he felt the need to found three separate companies, and discusses the future he hopes to help forge.
Business/Marketing, Design, Interview

Cognitive Flow: The Psychology of Great Game Design 33
by Sean Baron [03.22.12]
Microsoft Studios user experience researcher Sean Baron takes a look into the often discussed but rarely defined concept of "Flow," and offers a succinct definition and suggestions for implementing conditions to help players get into the zone.
Design

Making an iOS Hit: Phase 2 4
by Jeremy Alessi [03.21.12]
In the second in his series, indie developer Jeremy Alessi writes about how he and the team behind his iOS game friendly.fire are pushing for it to become a success on the App Store -- with changes and stats inside.
Design, Smartphone/Tablet

How Triple-A Games Went Social and Why They're Not Going Back 4
by Michael Thomsen [03.20.12]
How and why are the major publishers integrating social features into their games? Can game-level social networks become an essential part of the game playing experience? Gamasutra dives in to Halo Waypoint, Call of Duty Elite, DICE's Battlelog, and more.
Business/Marketing, Social/Online