Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Features » Social/Online
Making the Move to HTML5, Part 2 5
by David Galeano, Duncan Tebbs [02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming, Social/Online

The Rise of the Mobile Collectible Card Game 14
by Christian Nutt [02.14.13]
Rage of Bahamut was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design, Interview, Social/Online, Smartphone/Tablet

Beyond MUDs: Kate Flack on Designing Ultima Forever 7
by Array [02.08.13]
Can moral choices actually teach us about who we are, and can online RPGs ever break the bounds of text-based MUDs? Lead designer Kate Flack hopes that the answers to both of these questions are "yes," as she discusses the latest Ultima game with Gamasutra.
Design, Interview, Social/Online

Making the Move to HTML5, Part 1 14
by David Galeano, Duncan Tebbs [02.07.13]
In this first of a three-part series, seasoned console developers, formerly of Criterion, describe the process of moving to HTML5 development, discussing the differences between working in C and JavaScript, and explaining dealing with the difficult environment of the browser.
Programming, Social/Online

Postmortem: Intelligence Engine Design Systems' City Conquest 25
by Paul Tozour [02.06.13]
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing, Design, Postmortem, Production, Social/Online, Smartphone/Tablet

Developer Roundtable: Triple-A, Free-to-Play 7
by Patrick Miller, David Daw [02.04.13]
In this Game Developer magazine reprint, find out how free-to-play games Tribes: Ascend, PlanetSide 2, and MechWarrior Online are making inroads into core PC audiences -- and how their developers view working in the space.
Business/Marketing, Design, Interview, Social/Online

Gamasutra's Best of 2012 4
by Gamasutra staff [12.24.12]
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

Is It Too Late for Smaller Developers on Facebook? 6
by Jay Aird [12.19.12]
If you plan to develop a Facebook game, what genre should you strike out in? This analysis takes a look at where the growth opportunities are for a small developer who doesn't have the cross-marketing reach of a Zynga.

The Burning of Star Wars: The Old Republic 106
by Simon Ludgate [12.14.12]
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has really wrought with its adaptation of the game.
Business/Marketing, Social/Online

Designing Freemium Titles for Hardcore Gamers 37
by Pascal Luban [12.12.12]
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Design, Social/Online