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June 23, 2018
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Features » Production
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

How Colony Wars Came To Be 15
by Isaiah Taylor [09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.
Audio, Design, Production

Lessons from the Trenches 11
by Henrik Markarian [09.14.11]
Henrik Markarian, a veteran developer with over 20 years in the industry, including stints at Mindscape and NovaLogic, shares production secrets he's learned over the years -- best practices aimed at improving efficiency and studio culture.
Business/Marketing, Production

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

Postmortem: Arrowhead Game Studios' Magicka 10
by Johan Pilestedt [08.30.11]
In this candid and thoughtful postmortem, Arrowhead Game Studios CEO Johan Pilestedt describes the haphazard "process" behind the development of the PC game Magicka, showing how lack of experience can lead to pitfalls, even when you have the best advice.
Business/Marketing, Design, Postmortem, Production

Postmortem: Zen Studios' Pinball FX2 5
by Neil Sorens [08.25.11]
In this postmortem, Neil Sorens, creative director at Zen Studios, looks back on the two year-long development of October 2010 downloadable title Pinball FX2, the studio's "most successful game to date."
Business/Marketing, Design, Production

Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage 17
by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Postmortem: High Voltage Software's Conduit 2 4
by Kevin Sheller [06.30.11]
An extensive postmortem of High Voltage Software's Wii-exclusive shooter sequel -- in which senior producer Kevin Sheller explains how lessons learned during development "made us a better company, and allowed us to make better games."
Business/Marketing, Design, Postmortem, Production

Postmortem: Llopis and Friginal's Casey's Contraptions 7
by Noel Llopis, Miguel Angel Friginal [06.22.11]
Creating a successful iOS game isn't as simple as it looks, and in this postmortem, developers Noel Llopis and Miguel Ángel Friginal explore what it takes to create an easy-to-play, well-designed casual game and take it to number two on the sales charts.
Business/Marketing, Design, Postmortem, Production, Art, Smartphone/Tablet

Postmortem: Radiangames' Monthly Xbox Live Indie Games Series 18
by Luke Schneider [06.15.11]
In this comprehensive postmortem, former Volition developer Luke Schneider talks about how he went indie and assaulted the Xbox Live Indie Games market with an array of games built on the same ideal -- and how each worked, as well as the fate of the overall project.
Business/Marketing, Design, Production, Indie