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The Tightrope Walk: Hitman Absolution, Freedom, and Realism 9
by Christian Nutt [11.02.12]
Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview

How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style 5
by Wagner James Au [11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet

Postmortem: Humble Hearts' Dust: An Elysian Tail 17
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

An Assassin's Revolution 3
by Kevin Ohannessian [10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design, Interview

Sponsored Feature: Epic Games' Unreal Engine Gets Faster, Faster with Intel Graphics Performance Analyzers  
by Intel Visual Computing [10.29.12]
With quotes from Epic Games senior engine programmer Niklas Smedberg, this sponsored feature examines how you can get the most performance out of your game using the Intel Graphics Performance Analyzers to help you optimize your game, and download a FREE copy.
Sponsored Feature

What Would Geralt Do? Witcher 2's Approach to Choice and Decision 6
by Christian Nutt [10.29.12]
CD Projekt's lead gameplay designer Maciej Szcześnik and gameplay producer Marek Ziemak walk Gamasutra through the finer points of balancing a strong character and story with player freedom.
Design, Interview

How One Studio Saved Itself From the Downturn 1
by Kris Graft [10.26.12]
The Australian game industry was once a powerhouse of console development -- but now is better known for mobile successes. While many studios shut down, Tantalus CEO Tom Crago explains here how he transitioned to new projects, kept most of his staff, and thrived.
Business/Marketing, Interview

The Evolution of Puzzle Craft 7
by Artur Ganszyniec [10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/Tablet

From DICE to Danger Close: The Man Who Changed Medal of Honor 4
by Christian Nutt [10.24.12]
Gamasutra sits down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer -- to change the studio's way of making multiplayer games.
Design, Interview

Fire, Blood, Explosions: Prototype 2's Over-the-Top Effects Tech 5
by Keith O'Conor [10.23.12]
In this article by Radical Entertainment senior rendering coder Keith O'Conor, he describes the nuts and bolts of the game's particle system -- detailing exactly how it produces great looking effects that perform well in the open-world adventure game.
Programming, Art