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August 17, 2018
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Features » Console/PC
Game Design Essentials: 20 Difficult Games  
by John Harris [08.23.07]
Starting Gamasutra's new 'Game Design Essentials' series, John Harris looks at the surprising design lessons derived from a selection of the 20 most difficult games ever released, from Defender through Super Monkey Ball to Wetrix.
Design, PC, Console/PC

Breaking Down Breakout: System And Level Design For Breakout-style Games 3
by Mark Nelson [08.21.07]
How much is there to learn about Breakout-style brick-bustin' games? A heck of a lot, according to LEGO Bricktopia level designer Nelson, who has written possibly the definitive genre overview for Gamasutra, complete with design specifics, interviews, and much more.
Design, Console/PC

Monitoring Your PC's Memory Usage For Game Development  
by Jelle van der Beek [05.31.07]
When developing video games, satisfying the platform's memory requirements is one of the most challenging tasks. In this in-depth feature, veteran developer Jelle van der Beek offers a detailed analysis of his custom developed memory analysis tool created while working at Playlogic, focusing on monitoring memory use on the PC.
Console/PC

Product Review of Physics Engines, Parts One and Two  
by Jeff Lander, Chris Hecker [09.20.00]
An in-depth look at physics engines -- including a series of tests that stress the capabilities of the simulations in difficult-to-solve situations where physical simulations typically break down and specific attention paid to how these packages will integrate into a large-scale game project.
Programming, Production, Console/PC