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September 27, 2020
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The Sound Design of Journey 15
by Steve Johnson [10.10.12]
How did one sound designer create the expressive audio canvas which underlies Thatgamecompany's acclaimed indie title? Sony Santa Monica's Steve Johnson explains -- and presents isolated samples so you can listen to his work.

Postmortem: Stardock Entertainment and Ironclad Games' Sins of a Solar Empire: Rebellion 2
by Chris Bray, Blair Fraser [10.09.12]
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
Business/Marketing, Design, Postmortem, Production

Making Kratos More Human 19
by Christian Nutt [10.08.12]
In the latest God of War game, Ascension, the protagonist, Kratos, is human. It tells the story of his rise to power -- and in this interview, lead designer Mark Simon talks to Gamasutra about the challenge of making Kratos feel like a man again.
Design, Interview

Sponsored Feature: Drawing Basics and Video Game Art: Character Design 3
by Chris Solarski [10.04.12]
An extract from Chris Solarski's Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, which enables developers to create more expressive and varied emotional experiences in games.
Art, Sponsored Feature

Shaping the Future of Facebook as a Game Platform  
by Christian Nutt [10.04.12]
As Facebook's product manager for apps and games, Matt Wyndowe is a key part of how the platform changes itself to appeal more to game developers -- and in this interview, he talks about how the company approaches that task.
Interview, Social/Online

The State of the Vita, 2012 7
by Eric Caoili [10.04.12]
Sony won't cut the price of its new handheld in 2012, which many worry could stall its chances of success. With a few big games left in the year and some promising 2013 titles, as well as new indie-friendly programs, can the system pull through?

Solving Smartphone Performance Problems 12
by Itay Duvdevani [10.03.12]
In this technical article, MoMinis programmer Itay Duvdevani explains how he and his colleagues solved what should have been a very simple sorting problem creatively, and upgraded their smartphone game engine in the process.
Programming, Smartphone/Tablet

Persuasive Games: Words With Friends Forever 16
by Ian Bogost [10.02.12]
What lessons can we learn from Zynga's popular game Words With Friends? In the latest Persuasive Games, video game researcher and designer Ian Bogost examines whether social games can find room to grow.

Pokemon's Secret Ingredient 3
by Christian Nutt [10.01.12]
What makes the Pokmon franchise what it is? What does the development team focus on, and what resonates with audiences? Producer Junichi Masuda and director Takao Unno offer up their take on what makes this world-beating franchise tick, in this new Black and White 2 interview.
Design, Interview

Peter Molyneux: Everything's Changing 16
by Christian Nutt [09.28.12]
Former Lionhead boss Peter Molyneux spills the beans on his inspirations and discusses what's going on with the evolution of the triple-A console industry he abandoned when he left his post as Microsoft's European creative director.
Business/Marketing, Design, Interview