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October 16, 2018
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Features » Indie
Developing AI in Darwinia 4
by Gary Chambers [04.18.09]
In a detailed AI-focused postmortem, Introversion's Gary Chambers discusses the challenges and successes of creating the AI system for Darwinia and its multiplayer counterpart Multiwinia.
Postmortem, Programming, PC, Console/PC, Indie

Making Games Art: The Designers' Manifesto 45
by David Fox, john Sharp [03.31.09]
In a likely to be controversial manifesto, the veteran developers that cluster around the Project Horseshoe mini-conference have produced a list of problems -- and solutions -- for video games' continuing strides towards the pantheon of great art.
Design, Art, Indie

Games Of 2020 - The Winners 6
by Danny Cowan [03.09.09]
What will games be like in the year 2020? Gamasutra's competition gave away 20 GDC All-Access Passes and had more than 150 excellent entries -- here are the winning essays.
Design, Indie

Global Game Jam 2009: A Worldwide Report 3
by Stephen Jacobs [02.25.09]
Gamasutra goes behind the scenes at the Global Game Jam, which saw 1650 developers make 370 games at 53 worldwide locations in just 48 hours.
Business/Marketing, Indie

Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime 4
by Bruce Chia, Desmond Wong [02.24.09]
In this Gamasutra-exclusive postmortem, the creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Jonathan Blow: The Next Phase 19
by Chris Remo [01.23.09]
After the success of the time-disrupting Braid, Number None's Jonathan Blow sits down with Gamasutra to discuss the state of indie gaming, his next projects, and 'meaningful' games.
Design, Interview, Indie

Persuasive Games: The Proceduralist Style 30
by Ian Bogost [01.21.09]
'Games as art' is a tired conversation, says writer and designer Ian Bogost, who instead proposes 'proceduralism' as the new phrase to describe innovative indie titles from Braid to Passage and beyond.
Design, Indie

Postmortem: RiverMan Media's MadStone 19
by Jacob Stevens [01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Indie

Postmortem: Mommy's Best Games' Weapon of Choice 7
by Nathan Fouts [01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
Design, Postmortem, Programming, Production, Indie

iLang Syne: A Guide To iPhone Game Development In 2009 11
by Jeremy Alessi [01.06.09]
Veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of making games for Apple's hit device.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet