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September 18, 2018
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Features » Console/PC
How Moving To Austin Energized Starhawk 7
by Frank Cifaldi [05.13.11]
Can a developer move 1300 miles without interfering with its production schedule or its game? LightBox interactive discusses leaving Salt Lake in favor of Austin -- and the design underpinnings of its shooter Starhawk.
Business/Marketing, Design, Console/PC

Studio Profile: Guerrilla Games 9
by Hasan Ali Almaci [05.09.11]
Killzone studio Guerrilla Games went from its humble beginnings in the PC demoscene to become purveyors of one of PlayStation's biggest releases of 2011, Killzone 3. This profile revisits commentary from studio leaders to explore the history behind Guerrilla...
Business/Marketing, Console/PC

NPD: Behind the Numbers, March 2011 5
by Matt Matthews [04.18.11]
Gamasutra analyst Matt Matthews takes an in-depth look at NPD Group's U.S. hardware and software estimates for the month of March, including thought-provoking analysis comparing the launch of the 3DS to other portable launches.
Business/Marketing, Console/PC

Postmortem: Team Meat's Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital

The Tale Of The Tools That Made Dead Rising 2 13
by Tom Niwinski [04.05.11]
How to handle the population and testing of an open world game with thousands of items and hundreds of NPCs? Capcom Game Studio Vancouver technical director Tom Niwinski describes the toolset the team constructed for Dead Rising 2.
Design, Programming, PC, Console/PC

Fixing Final Fantasy XIV: The Yoshida Interview 10
by Christian Nutt [04.01.11]
In this extensive interview, the producer of Final Fantasy XIV, Naoki Yoshida -- brought onto the project to try and rescue it from a disastrous launch -- details the work ahead of him and explains why he thinks he can save the game.
Business/Marketing, Design, Interview, PC, Console/PC, Social/Online

Postmortem: Capcom's Okamiden 9
by Motohideo Eshiro, Kuniomi Matsushita [03.25.11]
The developers behind Okamiden, the unexpected DS revival of cult classic Okami, share the decision making processes that lead to the form the game took -- including how Chibiterasu and Kuni, the game's two leads, emerged.
Design, Postmortem, Production, Art, Console/PC

The Replay Interviews: Rob Fulop 4
by Tristan Donovan [03.23.11]
Developer of iconic games such as Demon Attack (Imagic, Atari 2600), Night Trap (Digital Pictures, Sega CD), and Petz (PF Magic, PC) speaks about his career and the evolution of games and game technology.
Business/Marketing, Design, Interview, PC, Console/PC

Leading The 3DS Charge: An Interview With Hideki Konno 2
by Christian Nutt [03.21.11]
A lengthy Q&A that gets to the heart of Nintendo's latest handheld device -- with the man who lead the development of the project, working with Miyamoto and Iwata to create the successor to the company's most successful handheld platform ever.
Business/Marketing, Interview, Console/PC

Meet The Man Behind The Move 2
by Kris Graft [03.16.11]
While many are familiar with SCEA's head of R&D, Dr. Richard Marks, it's through product-focused interviews or his presence on stage at Sony's E3 events -- this long-form interview gives more insight into the man behind Move and EyeToy.
Business/Marketing, Interview, Console/PC