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July 19, 2018
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Features » Production
Postmortem: Team Meat's Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital

Improving Your Studio: What Your Producer Told Me 12
by Keith Fuller [03.31.11]
Production consultant Keith Fuller surveys the industry to find out what producers really think about their studios -- both their strengths and what's holding them back -- and shares the results with Gamaustra, drawing compelling conclusions.
Business/Marketing, Production

Postmortem: Capcom's Okamiden 9
by Motohideo Eshiro, Kuniomi Matsushita [03.25.11]
The developers behind Okamiden, the unexpected DS revival of cult classic Okami, share the decision making processes that lead to the form the game took -- including how Chibiterasu and Kuni, the game's two leads, emerged.
Design, Postmortem, Production, Art, Console/PC

Postmortem: Mediatonic's Monsters (Probably) Stole My Princess 3
by Jim Griffiths, Paul Croft [03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title Monsters (Probably) Stole My Princess, which performed well despite some major snags.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Console Digital

Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

The Rise Of Dragon Age II 28
by Christian Nutt [02.25.11]
Dragon Age II lead designer Mike Laidlaw discusses the creative process behind the sequel with Gamasutra, including topics such as keeping the series' fans while welcoming a larger audience, where fantasy meets reality, and more.
Design, Production, Art, Interview

Capturing The Spirit Of Sesame Street 10
by Kris Graft [02.23.11]
In this interview, Double Fine project lead Nathan Martz and studio creative director Tim Schafer discuss the team's intent with Sesame Street: Once Upon a Monster, explaining how it fits perfectly with the team's desire to bring an ethos to games that's often absent.
Business/Marketing, Design, Production, Art, Interview

Video Games as Media 86
by Michael Samyn [02.16.11]
Tale of Tales' (The Path) Michal Samyn explores the interplay between games and existing media, urging developers to have a full understanding of precisely what the elements of the medium they're working in add up to.
Design, Production, Art

Bill Roper: Making MMOs Work Again 20
by Christian Nutt [02.14.11]
In this extensive interview conducted at GDC China, Bill Roper, former design director of Cryptic Studios, discusses what he sees as the broken model of MMO development in the West, and explores the negative reaction gamers had to Cryptic's Star Trek Online and Champions Online.
Business/Marketing, Design, Programming, Production, Interview, Social/Online

Schafer Admits Fantasy Of Flatulence On Youth 9
by Christian Nutt [02.11.11]
Double Fine creative director Tim Schafer and Lee Petty, the art director who leads the studio's new downloadable game Stacking, discuss creative drives, working with publishers, and more.
Business/Marketing, Design, Production, Art, Interview, Console Digital