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March 22, 2018
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Features » Production
The Replay Interviews: Bob Jacob 2
by Tristan Donovan [12.15.10]
Cinemaware built its reputation as one of the premier developers of cinematic games -- but ironically was destroyed in the transition to CD-ROM, and in this interview, founder Bob Jacob explains how.
Business/Marketing, Design, Production

Casual Meets Core for a Drink: Developing Drawn 1
by Chris Campbell [11.24.10]
Chronicling the development of two of the most ambitious games to come from the casual portal's internal studios, Big Fish Games' Chris Campbell picks apart Drawn and its sequel, revealing inspiration and process in this more-than-a-postmortem.
Design, Production

Japanese Game Development: The Path Forward 11
by Matthew Burns [11.23.10]
Game Developer magazine columnist and experienced mainstream (Halo, Call of Duty franchises) and indie developer Matthew Burns analyzes the hurdles facing Japanese game development, offering observations on ways to improve things.
Design, Production

The Game Developer 50 24
by Brandon Sheffield, Jeffrey Fleming [11.17.10]
Gamasutra presents Game Developer magazine's selections for 50 of those who have had the most influential contributions to the game industry in the last year -- in the realms of art, programming, design, business, and evangelism.
Business/Marketing, Design, Programming, Production, Art

Entering the Battlefield: Building Homefront To Compete 3
by Christian Nutt [11.12.10]
THQ's creative director discusses the team's approach to raising the bar on single player narrative in its new military shooter Homefront -- and why he feels confident about entering the competitive genre.
Business/Marketing, Design, Production, Interview

Postmortem: Pipeworks Software's Deadliest Warrior 11
by prithvi virasinghe, Jeremy Mahler [11.11.10]
The developer and publisher of the Spike TV-licensed fighting game discuss making an XBLA/PSN game on a tight budget, at an unusual angle for the established, competitive genre, and for an audience of skeptics.
Audio, Design, Postmortem, Production, Console Digital

Postmortem: Vector Unit's Hydro Thunder Hurricane 7
by Matt Small [10.27.10]
EA and Stormfront Studios veteran Matt Small shares successes and defeats in his small team's transition from large studio to small startup while developing Hydro Thunder Hurricane for Xbox Live Arcade.
Design, Postmortem, Programming, Production, Art, Console Digital

Forza Motorsport 3 And Predictable Development 3
by Daniel Adent [10.26.10]
Turn 10 Studios development manager Adent tackles the topic of how the team moved to a goal of having an always-working build for Forza Motorsport 3, how that goal was achieved, and what it meant for the development of the game -- and team motivation.
Design, Production

Flying With Four Engines: Tim Schafer On Double Fine's New Mission 8
by Christian Nutt [10.15.10]
The head of the idiosyncratic development studio Double Fine on post-Brutal Legend life, and how splitting the company into four teams might just be the best decision he's ever made -- for both business and creative.
Business/Marketing, Design, Production, Interview, Console Digital

The Music of The Mojave Wasteland 5
by Scott Lawlor [10.14.10]
Obsidian Entertainment audio director Scott Lawlor talks composing the soundtrack of Fallout: New Vegas, and how elements of the previous games' scores merged with a new direction in the series' sound tech and audio aesthetic.
Audio, Design, Production