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January 22, 2018
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Features » Design
Fight or Flight: The Neuroscience of Survival Horror 15
by Maral Tajerian [06.12.12]
How exactly do horror games work on the brains of players? In this new feature, neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design

The Secrets of Brutality: God of War's Combat Design 9
by Christian Nutt [06.11.12]
To discuss the core of what's important to the series -- not just violence, but accessibility and readability -- and how it has evolved since its inception, Gamasutra speaks to Jason McDonald, lead combat designer.
Design, Interview

Postmortem: Avalanche Studios' Renegade Ops 5
by Axel Lindberg [06.08.12]
How can the creative process turn into an "upward spiral" where everyone is firing on all cylinders -- and then, how can that upward spiral hide the real problems with the project from you? This candid postmortem has the answers.
Design, Postmortem, Production

The Designer's Notebook: Triple-A Games for Women? Seriously? 33
by Ernest Adams [06.05.12]
In this installment of his long-running column, the design consultant questions the founder and CEO of a new developer just how she hopes to transform the industry by creating full-price retail titles aimed at a female audience.
Design, Interview

Storming the Future: Splash Damage's New Moves 5
by Mike Rose [06.04.12]
The CEO of the Enemy Territory and Brink developer explains why the company is shifting its strategy, how the future looks like the past, and why he thinks that the term "whales" is both disrespectful and puts developers on the wrong track.
Business/Marketing, Design, Interview

The 20-Year Estrangement of the Two Guys from Andromeda 17
by Leigh Alexander [06.01.12]
In this all-new interview-driven feature, you'll read the tale of how Space Quest's close collaborators fell apart -- and got back together again for a new project -- after creating some of the best-beloved cult classics of the adventure game era.
Business/Marketing, Design, Interview

The Anatomy of a Bad Game 28
by Josh Bycer [05.31.12]
What separates a good game from a bad one? Josh Bycer takes a look and identifies several factors, ultimately diving into design, examining several different games and determining what made them winners or losers when it came to gameplay.
Design

Old Grumpy Designer Syndrome 26
by Alexandre Mandryka [05.30.12]
What happens when designers have no clear career path, and there's no culture in the studio that helps nurture them? You get an old grumpy designer. In this article, Alexandre Mandryka identifies the causes and symptoms and prescribes treatment.
Business/Marketing, Design

Beyond Heavy Rain: David Cage on Interactive Narrative 47
by Christian Nutt [05.25.12]
In this extensive new interview, the Heavy Rain creator both reflects on his last work and looks to the future, discussing the technology the Quantic Dream team is developing and the creative mission which drives them.
Design, Interview

Leading Change - An Excerpt from Beyond Critical 5
by Keith Fuller [05.24.12]
How do you really motivate your development team to change its methods? In this excerpt from his book Beyond Critical: Improving Leadership in Game Development, producer Keith Fuller blends personal experience and literature to explain how you can steer your team.
Design, Production