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Features » PC
Design Language: The Portal Paradoxes 8
by Noah Falstein [04.10.08]
Starting a new design column for Gamasutra, Sinistar co-designer and LucasArts veteran Noah Falstein presents a comprehensive design critique of Valve's acclaimed Portal - from intro to 'Still Alive'.
Design, PC, Console/PC, North America

The Casual Games Manifesto 8
by Daniel Cook [04.08.08]
Casual games are vital to the future of the biz - but how does a developer navigate the middlemen-strewn digital distribution future? Daniel Cook has a manifesto to help casual game devs get loyal customers with great social games.
Business/Marketing, Design, PC

Moving The Industry Forward: Peter Molyneux Speaks 2
by Christian Nutt [04.07.08]
From Populous to Fable 2, Lionhead's Peter Molyneux has seen a lot, and in this in-depth Gamasutra interview, he discusses why the game biz needs to find more "sweet spots" - as he is hoping to in Fable 2 - to bridge casual and core gamers.
Design, Interview, PC, Console/PC, Mobile Console, North America, Europe & Russia

Gaming Addiction: Clearing The Air, Moving Forward 8
by Neils Clark [04.03.08]
Writer and researcher Neils Clark previously covered game addiction for Gamasutra, and returns to look at whether design can influence healthy play, citing his analysis into MMO addiction.
Business/Marketing, Design, PC

Fixing Online Gaming Idiocy: A Psychological Approach 46
by Bill Fulton [04.02.08]
In this in-depth article, Fulton discusses why "the online behavior of [gamers] is dramatically reducing our sales", referencing his social design on titles such as Microsoft's Shadowrun to explain how we can dissuade anonymous Internet idiots.
Design, Production, PC, Console/PC

Online Community Management: Communication Through Gamers 9
by Julien Wera [04.01.08]
In this in-depth Gamasutra analysis, MMO community liaison Wera analyzes the art of game community management, suggesting success comes as much with vibrant social community as gameplay.
Business/Marketing, Production, PC

Resolve Your Resolves  
by Holger Gruen, Jon Story [03.26.08]
In this in-depth technical article, Gruen & Story examine anti-aliasing in games, explaining how you can reduce 'jaggies' in your PC title, and save frame-rate, by using many less post-processing passes.
Design, Programming, Art, PC, Console/PC

Still Alive: Kim Swift And Erik Wolpaw Talk Portal 1
by Brandon Sheffield [03.25.08]
Kim Swift and Erik Wolpaw are the lead designer and lead writer of Valve's Portal, a game you may have heard of - and in this Gamasutra interview, they go into detail on the game's creation, director's commentary, and, uh, 'time to crate'.
Business/Marketing, Design, Interview, PC, Console/PC

Y Control: Joe Ybarra On Cheyenne Mountain's Massive Plans 11
by Brandon Sheffield [03.24.08]
Cheyenne Mountain exec Joe Ybarra's career has evolved from The Bard's Tale to the Stargate Worlds MMO, and Gamasutra talks to him about the Arizona developer's surprising four teams and multiple MMOs in development.
Business/Marketing, Design, Production, Interview, PC, Hollywood, North America

Persuasive Games: Video Game Pranks 9
by Ian Bogost [03.18.08]
In his regular 'Persuasive Games' column, designer/writer Bogost looks at the history of the prank in video games - from Easter Eggs through Sim Copter and Syobon Action, with particular reference to Gareth's stapler.
Design, Production, PC