Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Console/PC
Top 30 Developers of All Time 43
by Gamasutra staff, Game Developer Magazine Staff [06.25.13]
When it comes to the last issue of Game Developer, we chose to assemble a list of the greatest game developers of all time. What follows is a list of 30 studios that have left (and in some cases, continue to leave) an indelible mark on the medium of video games.
Game Developer Magazine, Console/PC, GD Mag Exclusive

Dirty Game Development Tricks 23
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

An Inviting Mini-World: How Nintendo Made Animal Crossing 4
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
Design, Interview, Console/PC, Social/Online

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Building the Ship as it Sails: The Creation of Ubisoft Singapore 15
by Brandon Sheffield [06.18.13]
What does it take to build a new triple-A studio from nothing? Olivier de Rotalier, general manager of Ubisoft Singapore, explains both how the studio grew to 300 and how he keeps things working day-to-day.
Interview, Console/PC, Recruitment

Variants: The Challenge of Changeable Design 18
by Keith Burgun [06.12.13]
If achievements should be abandoned because they're counter to good design practices, what should take their place? Variants, Keith Burgun argues, and in this article he explains what they are and are not.
Design, Console/PC, Indie

What Lies Beyond: Doorways in Gaming 5
by Dale Dobson [06.10.13]
How the door affects the human mind, and how games have used that transition in the past.
Design, Art, Console/PC

Video Games Under Fire 28
by Brandon Sheffield [06.07.13]
Recent tragedies have once again called into question the role of video games in real-life violence -- and Brandon Sheffield talks to Gearbox CEO Randy Pitchford, developer of many first person shooters, about where responsibility lies.
Interview, Console/PC

Not Puzzles, but Scenes: Cinematic Gameplay Interactions 8
by Lucas González [06.05.13]
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.
Design, Console/PC, Indie

Inside the striking art and design of Hawken 9
by Brandon Sheffield [06.03.13]
Hawken leader and Adhesive game's CEO Khang Le has been doing visual development for movies and games for years, and he took a unique approach to the game's art and design. Rather than aiming for the moon, he and his team tried to create a game that played to the strengths of its members.
Business/Marketing, Art, Interview, Console/PC, Social/Online