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On Player Characters and Self Expression 49
by Tadhg Kelly [07.10.12]
In this essay, UK-based game designer and Gamasutra contributor Tadhg Kelly explains why he believes there's no such thing as a player character, and analyzes what's really going on when most people play games in context.
Design

Wii U and Indies: Will it Work This Time? 6
by Mike Rose [07.09.12]
You can almost count WiiWare's successful titles on one hand. Will Nintendo's expanded online focus for its next console boost the fortunes of indie developers this time around? Gamasutra speaks to several developers to find out their take.
Business/Marketing, Interview, Indie

Kaos Descends: How Homefront's Developer Met its End 35
by Leigh Alexander [07.06.12]
What contributed to the closure of Homefront developer Kaos Studios, once the shining hope for the resurrection of embattled publisher THQ? In this investigative piece, Leigh Alexander speaks to former staffers to get the inside story.
Business/Marketing, Interview

Fun is Boring 67
by Neils Clark [07.05.12]
Are the many attempts to come up with new, fresh theories of fun beside the point? Should designers stop trying to analyze what fun is and instead read what's already been published and then work on new games? That -- and more -- is what DigiPen professor Neils Clark argues in this new piece.
Design

10 Tips: Getting the Most from Motion and Performance Capture 5
by Tristan Donovan [07.04.12]
What makes the difference between a successful motion capture shoot and a mountain of useless data? What techniques allow you to get the most out of your actors? This article offers 10 tips from Bungie, Rebellion, and more.
Design

Postmortem: Crocodile Entertainment's Zack Zero 9
by Alberto Moreno, Carlos Abril [07.03.12]
What happens when an indie team's ambition spirals out of control but the game doesn't connect with an audience at the end of the project? In this candid postmortem, two developers who started with a small idea that grew and grew share their experiences.
Design, Postmortem, Production

The Indie Reality in 2012 and Beyond, According to Arkedo 5
by Christian Nutt [07.02.12]
In this wide-ranging interview, Arkedo co-founder Camille Guermonprez discusses his take on the industry as he embarks on the formation of his own indie publisher Nice Guys and works with Sega on the publication of downloadable title Hell Yeah!
Business/Marketing, Interview, Indie

How Sleeping Dogs Tackles Open World Design 8
by Christian Nutt [06.29.12]
The senior creative team at United Front games explains how it hopes to shake up the open world genre with Sleeping Dogs, a Hong Kong cinema-inflected take on the formula which has an emphasis on storytelling and combat as well as exploration.
Design, Interview

Building a Better Zombie 13
by Christopher W. Totten [06.28.12]
In this article, Westwood College game design professor Christopher Totten takes a look at how zombies arose in popular culture, how they're used in other media, and explores how they have been used in games -- and how they could be deployed even more effectively.
Design

Congratulations, Your First Indie Game is a Flop 75
by Matej Jan [06.27.12]
An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.
Business/Marketing, Design, Indie, Smartphone/Tablet