by Kris Graft [05.09.13]
Sony's service, which allows gamers to get a huge variety of free games, has been a big hit with PlayStation fans. But what do developers get out of it? Gamasutra finds out.
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what theyd do differently.
by Matt Matthews, [04.30.13]
Following Nintendo's lackluster annual financial results, Gamasutra's Matt Matthews breaks down the sales statistics to find out what Nintendo must do to turn its business around.
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
by Christian Nutt [04.24.13]
When the PlayStation 4 was announced, lead system architect Mark Cerny called out its "supercharged PC architecture" -- but what does that mean? Gamasutra spoke to Cerny at length, and this article details precisely what the hardware is capable of.
by Mike Rose [04.18.13]
The developer of the IGF grand prize winner reflects on the game, almost four years in the making -- recounting his personal struggles, his business problems, and the solutions he's learned over the course of making the game.
by Chris Morris [04.10.13]
The 2004 MMO City of Heroes shut down late last year, but there was an abortive attempt by studio personnel to buy the game from publisher NCsoft and keep it running -- and Gamasutra brings you that story now.
by Brandon Sheffield [03.22.13]
Sometimes we reach greatness by standing on the shoulders of giants -- and anyone who has ever made a game with the Unreal Engine knows that Tim Sweeney is just such a behemoth. In this interview he folds forth on the present and future of 3D engines for high-powered games.