Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Chrono Trigger's Design Secrets 27
by Victoria Earl [06.26.12]
An analysis of the gameplay of the seminal RPG, which explores exactly how its structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.
Design

Charging at the Challenges of Kinect 7
by Christian Nutt [06.25.12]
In this interview, Rare engineer David Quinn (Kinect Sports 1 and 2) discusses how the team has solved the issues that they've faced when developing for Microsoft's motion-sensing peripheral -- including approaches using skeleton tracking, speech, depth sensing, and more.
Design, Interview

How Do You Put the Sim in SimCity? 33
by Christian Nutt [06.22.12]
SimCity creative director Ocean Quigley talks to Gamasutra about how the team at Maxis brings forth satisfying decisions for players and also accurately reflect the ways in which these systems interact in the real world.
Design, Interview

When Violence Meets Honor in History and Games 27
by Christoph Kaindel [06.21.12]
Consultant Christoph Kaindel takes a look at the real reasons and methods behind fights in history, offering up a few ideas for how everyday life in a late medieval city might be taken as inspiration for building believable game worlds for RPGs or sandbox-style action adventures.
Design

Notes from the Mix: Prototype 2 4
by Rob Bridgett [06.20.12]
The audio director on open world game Prototype 2 shares a crucial revelation about how to create a consistent soundscape for his game across all different sections -- and explains in depth how he achieved that great mix.
Audio

A Way to Better Games: Establishing Functional Theory 80
by Keith Burgun [06.19.12]
What will it take to make a real step forward in game design? Keith Burgun argues that we need to develop a standard by which to judge what is and what is not a game, and a way of looking at game design much like formal music theory.
Design

Sponsored Feature: The Cost of Ignorance 1
by Justin Mauldin [06.18.12]
PapayaMobile director of marketing Justin Mauldin reviews the latest statistics on user acquisition costs and conversion rates, and offers up some helpful tips on how to make sure users get engaged with your free-to-play Android game and stick around.
Sponsored Feature, Social/Online, Smartphone/Tablet

EA's Core Strategy: Tech, Teams, Brands 3
by Kris Graft [06.18.12]
In this new interview, EA Games label boss Patrick Soderlund discusses how the huge publisher tackles its core gamer business -- whether it's from the perspective of the Frostbite 2 engine, or its free-to-play business, or fostering creativity.
Business/Marketing, Interview, Social/Online

10 Years of Behavioral Game Design with Bungie's Research Boss 22
by John Hopson [06.15.12]
Bungie's head of user research takes another look at his decade-plus old article, which has become both influential and infamous for its suggestion that games can be better when developers take the psychology of players into account.
Design

Finding Out if a Publisher is Right for You 2
by Majdi Kraiem [06.14.12]
A veteran Ubisoft producer explains what publishers look for in developers, and also explains what developers should look for in return, and how sometimes the more experienced studios and publishers with better offers aren't the best choices.
Business/Marketing