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September 27, 2020
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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

There's Something About SWERY 4
by Frank Cifaldi [10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Design, Interview

A Game Studio in the Clouds 11
by Emeric Thoa [10.19.12]
How does an indie studio come together -- and ship games together -- if they're not located in the same city? Emeric Thoa, former Ubisoft developer and current creative director of The Game Bakers, explains what tech and techniques can make it work.
Business/Marketing, Indie

Adding Asynchronicity 12
by Derek Bruneau [10.18.12]
Can asynchronicity work for more than simple board games? Indie developer Derek Bruneau describes the process of building asynchronous gameplay to RPG Conclave, examining the history of the form and how it works for him.
Design, Social/Online

Rapid Prototyping: Tips for Running an Effective R&D Process 8
by Tom Rassweiler [10.17.12]
So you realize that it's important to prototype your ideas before launching into production -- but how do you do it? Arkadium's director of R&D, Tom Rassweiler, lifts the veil on his company's process and explains why it shifted to central R&D for new game prototypes.
Design, Production

The Next Twenty Years: What Windows 8's Closed Distribution Means for Developers 73
by Casey Muratori [10.16.12]
In this highly detailed article which originally appeared on his site, programmer and game industry veteran Casey Muratori takes a long, hard look at what the closed game market in Windows 8 will mean for developers not just immediately, but down the road.

Funcom's Vision for the Future of MMOs 18
by Christian Nutt [10.15.12]
Craig Morrison, creative director for Funcom's Montreal studio, tells Gamasutra all about his vision of how the MMO industry must change things if it hopes to avoid more games like The Secret World and The Old Republic -- titles which couldn't live up to players' expectations for scope or their budget.
Interview, Social/Online

The Shifting Continuum: An Arc System Works Interview 6
by Brandon Sheffield [10.12.12]
Arc System Works programmer Tatsunori Ishikawa and CTO Hiroyuki Masuno discuss what makes the company's fighting games so singular.
Design, Interview

Tiny MMOs, Massive Opportunities? 1
by Caleb Bridge [10.11.12]
The MMO genre is running into trouble on PCs, but what's the state of it on mobile devices? Gamasutra speaks to three developers about what challenges and successes they've faced in building online multiplayer RPGs for Android and iOS.
Social/Online, Smartphone/Tablet