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April 19, 2018
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Features » Production
Bill Roper: Reflections on Hellgate 26
by Christian Nutt [02.07.11]
In this extensive interview conducted at GDC China, Bill Roper, former developer of Hellgate: London, sifts through the aftermath of that doomed project and reflects on mistakes made, community reaction, and how decisions get made in games.
Business/Marketing, Design, Production, Interview, Social/Online

Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

The Replay Interviews: Gary Penn 3
by Tristan Donovan [01.31.11]
Gary Penn began his career in the early days of the UK game industry, and eventually worked on the Grand Theft Auto series -- and here he talks about its early genesis, and how it evolved into GTA III.
Design, Production, Interview

Re-Awakened: From Midway To A New World 14
by Leigh Alexander [01.28.11]
From the ashes of the cancelled Hero project, Phosphor Games steps into the light in this new interview with Chip Sineni, the studio's head, in which he outlines the struggle to move beyond the fall of Midway and resurrect the concept as Awakened.
Business/Marketing, Design, Production, Interview

Where Games Go To Sleep: The Game Preservation Crisis, Part 1 46
by John Andersen [01.27.11]
In the first installment of his comprehensive look into the current state of classic game preservation, John Andersen delves into strange tales of what happened to Atari's source code, the surprising rescue of Sonic Spinball, and much more.
Business/Marketing, Programming, Production, Art

The New Theory Of Horror: Dead Space 2's Creative Director Speaks 5
by Kris Graft [01.24.11]
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio, Business/Marketing, Design, Production, Art, Interview

Is It Time For The Bivouac Game Studio? 60
by Tim Carter [01.20.11]
As big studios continue to encounter difficulties with production cycles, and outsourcing models create new challenges even as they solve problems, Tim Carter takes a look at an entirely different possibility for how teams can come together -- and disperse.
Business/Marketing, Design, Production

Around The Block With Brian Fargo 7
by Kris Graft [01.14.11]
The veteran game developer and Interplay founder explains how game designers need to have business sense along with design sense, the risk in bringing a fantasy-themed, new IP like Hunted: The Demon's Forge to market, and why a reliance on focus groups fails the industry.
Design, Production, Interview

Postmortem: Mommy's Best Games' Explosionade 16
by Nathan Fouts [01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of Explosionade, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design, Postmortem, Programming, Production, Art, Indie, Console Digital

The Burger Speaks: An Interview With An Archmage 9
by Matt Barton [12.27.10]
An in-depth interview with Rebecca Heineman, better known as "Burger", national Space Invaders champion, veteran of Interplay, brain behind the cult classics Tass Times, Wasteland, and Bard's Tale III.
Design, Programming, Production, Art, Interview