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September 23, 2018
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Features » Design
War-torn Developers: Creating Games from the Front Lines 9
by Eric Caoili [07.25.12]
Many games are set in warzones -- but what do the developers who live through violence produce? In this feature, Gamasutra speaks to developers in regions that are tumultuous to find out what they want to create and why.
Business/Marketing, Design, Interview

Game Research, and What it Means to You 11
by Jason Allaire, Anne McLaughlin [07.24.12]
In this new feature, two researchers at North Caroline State University share research that's been done on how games improve the lives of players, and chart a path toward game companies conducting their own -- complete with practical suggestions.
Design

The Guts of Gearbox 6
by Christian Nutt [07.23.12]
How does a developer make strong creative bets and win? How do you stand out from the crowd and blend RPG mechanics with a shooter and comic book flair? President Randy Pitchford explains.
Business/Marketing, Design, Interview

Not Really Artists: The Creative Team Behind Dishonored 8
by Christian Nutt [07.20.12]
Harvey Smith and Raf Colantonio talk to Gamasutra about the kind of game they want to make, and why; they also talk about why games such as theirs center around violence and conflict; designing for emergent gameplay.
Design, Interview

Procedural Content Generation: Thinking With Modules 27
by Array [07.18.12]
The Aaaaa! creator shares lessons learned about designing levels using algorithms on that game, and how that thinking has played forward into the team's next game, Ugly Baby, which creates levels based on mp3s.
Design, Indie

What The Witcher Taught CD Projekt About RPGs 15
by Tom Curtis [07.16.12]
The team at CD Projekt RED has made a name for itself as a top-tier RPG developer with the release of the The Witcher 2, and as it moves into Cyberpunk the joint CEO and studio head reflect.
Design, Interview

On Player Characters and Self Expression 49
by Tadhg Kelly [07.10.12]
In this essay, UK-based game designer and Gamasutra contributor Tadhg Kelly explains why he believes there's no such thing as a player character, and analyzes what's really going on when most people play games in context.
Design

Fun is Boring 67
by Neils Clark [07.05.12]
Are the many attempts to come up with new, fresh theories of fun beside the point? Should designers stop trying to analyze what fun is and instead read what's already been published and then work on new games? That -- and more -- is what DigiPen professor Neils Clark argues in this new piece.
Design

10 Tips: Getting the Most from Motion and Performance Capture 5
by Tristan Donovan [07.04.12]
What makes the difference between a successful motion capture shoot and a mountain of useless data? What techniques allow you to get the most out of your actors? This article offers 10 tips from Bungie, Rebellion, and more.
Design

Postmortem: Crocodile Entertainment's Zack Zero 9
by Alberto Moreno, Carlos Abril [07.03.12]
What happens when an indie team's ambition spirals out of control but the game doesn't connect with an audience at the end of the project? In this candid postmortem, two developers who started with a small idea that grew and grew share their experiences.
Design, Postmortem, Production