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September 18, 2018
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Features » Postmortem
Postmortem: Vlambeer's Gun Godz 4
by Rami Ismail, Jan Willem Nijman [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art

Postmortem: Housemarque's Outland 6
by Ilari Kuittinen, Aki Raula [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art

Postmortem: HandCircus' Okabu 3
by Simon Oliver [04.20.12]
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, Art

Postmortem: Days of Wonder's Ticket to Ride Pocket 2
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Postmortem: CyberConnect 2's Solatorobo: Red the Hunter 1
by Takayuki Isobe [02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business/Marketing, Design, Postmortem, Production, Art

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

Postmortem: Mode 7 Games' Frozen Synapse 3
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie

A Story Of GameLayers, Inc. 10
by Justin Hall [11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
Business/Marketing, Design, Postmortem, Production, Social/Online

Postmortem: Smudged Cat Games' The Adventures Of Shuggy 9
by David Johnston [09.29.11]
In this revealing postmortem of The Adventures of Shuggy, Smudged Cat Games' David Johnston reveals how working with the best of intentions and inspiration can have a bad commercial result when the cards fall in the wrong places creatively and business-wise.
Business/Marketing, Design, Postmortem, Production, Indie

Postmortem: Vector Unit's Riptide GP 3
by Matt Small [09.08.11]
What does it take to deliver a console-like experience on Android? Vector Unit moved from XBLA title Hydro Thunder Hurricane to Riptide GP and here shares the ups and downs of creating a high-powered water-based racing game for Google's mobile platform.
Design, Postmortem, Production, Smartphone/Tablet