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January 21, 2018
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Features » Game Developer Magazine
A Sense of Fun: Anybody Could Be Your Player 1 5
by masaya matsuura [10.07.08]
In an impassioned opinion piece, seminal Parappa co-creator and 'father of music games' Matsuura talks about his hopes for the future of games as tangible experiences with positive feelings attached.
Audio, Design, Game Developer Magazine

Procedural Spooling In Games 6
by Mick West [10.02.08]
In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games
Programming, Game Developer Magazine, Visual Computing

Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10  
by Joshua Doss [08.27.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
Programming, Game Developer Magazine, Visual Computing

The Code/Art Divide: How Technical Artists Bridge The Gap 17
by Jason Hayes [08.20.08]
In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.
Programming, Art, Game Developer Magazine

Interview: Buena Vista's Good View - Graham Hooper on Disney's Plans for Winning Hearts  
by Brandon Sheffield [04.04.05]
In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista chart a new course. Hopper talks about Disney's role in allowing Buena Vista to focus on a core gamer audience.
Business/Marketing, Game Developer Magazine

Unionization Now?  
by Array [03.22.05]
Truckers, janitors, nurses, and teachers did it. Then Microsoft contract employees did it. And most of the film industry did it quite some time ago. Game developers, faced in their places of business with major quality of life issues, have realized that forming a union is an option. But would it be the best solution? Hyman investigates, in this article from the March 2005 issue of Game Developer magazine.
Business/Marketing, Game Developer Magazine

Visual Finite State Machine AI Systems 1
by Sunbir Gill [11.18.04]
AI can be tough to write effectively, and the programmer-designer interface tricky to manage, but Gill suggests a method of using finite state machines in Visio to lay out simple enemy behavior, outputting the charts to XML, and then importing the XML into your game as creature AI.
Programming, Game Developer Magazine

The New Studio Model  
by Stuart Roch [10.29.04]
In this Game Developer-reprinted piece, Shiny Entertainment executive producer Stuart Roch discusses the oft-debated 'crisis of creativity' in the games industry, arguing that "...maybe the real lack of creativity is in our approach to the fundamental management structure."
Business/Marketing, Design, Game Developer Magazine

The Art Of The Game Deal: Expanded Edition  
by Jamil Moledina [10.08.04]
Jamil Moledina talks to Gene Mauro and Chris Beatrice about Myelin's publishing deal for Tilted Mill's Immortal Cities: Children Of The Nile, in an expanded version of an article that debuted in Game Developer Magazine's October issue.
Business/Marketing, Game Developer Magazine

Doing Mushrooms, Miyamoto-Style (Special Edition)  
by Jamil Moledina [07.07.04]
An interview with Nintendo's Shigeru Miyamoto and his disciples Eiji Aonuma and Ken'ichi Sugino, discussing the art, design, technology, and connectivity of games.
Design, Game Developer Magazine