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Features » Game Developer Magazine
Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 8
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

From XNA to MonoGame 12
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet

Crowdfunding, One Year Later 3
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what theyd do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Programmer, Interrupted 19
by Chris Parnin [04.22.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches. But what is the evidence, and what can we do about it?
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

The Dust of Everyday Life: The Art of Building Characters 11
by Takayoshi Sato [02.18.10]
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine.
Design, Art, Game Developer Magazine

Staying Power: Rethinking Feedback to Keep Players in the Game 15
by Bruce Phillips [10.27.09]
In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue.
Design, Game Developer Magazine

Game Developer's Front Line Awards 2008 3
by Jeffrey Fleming [01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
Audio, Design, Programming, Art, Game Developer Magazine

Thinking With Portals: Creating Valve's New IP 8
by Jeep Barnett, Erik Wolpaw, Kim Swift [11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Design, Postmortem, Production, Game Developer Magazine, North America

Ode to Short Dialog: Reconsidering the Sound Bite 8
by Ben Schneider [10.14.08]
Big Huge Games narrative designer Schneider steps up to discuss why you should keep dialog short and sweet in games, arguing: "the sound bite is more poetry than prose -- and poetry is a powerful thing."
Audio, Design, Game Developer Magazine