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September 20, 2017
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Classic Postmortem: How Maxis avoided sequel-itis on The Sims 2 1
by Lucy Bradshaw [09.14.17]
On this day in 2004, EA released The Sims 2. In this classic postmortem from Game Developer magazine, Lucy Bradshaw and the Maxis team recount what went right and what went wrong during development.
Console/PC, Art, Design, Production, Business/Marketing, History

Super Mario Kart at 25: Dissecting a revolutionary game design  
by Jon Irwin [09.01.17]
Exactly 25 years ago, one of the weirdest, most innovative, influential and enduring games was released. Gamasutra talked to a dev, a historian, and a pro players about the legacy of Super Mario Kart.
Console/PC, Design, History, Video

Churning out Tomb Raider games in the '90s 'just about killed us', says former dev  
by Alex Wawro [07.20.17]
"We worked long, long hours," Core Studios cofounder and former game dev Jeremy Heath-Smith tells Polygon in a new interview. "But we also earned an awful lot of money."
Console/PC, Business/Marketing, History

John Romero: 'I am the Doomguy (at least on the cover)' 1
by Alex Wawro [07.19.17]
"Frustrated, I threw my shirt off and told him to give me the gun and get on the floor," Doom dev John Romero recalls about the photo shoot for the game's cover art. "Don took several pictures."
Console/PC, Design, History

Classic Postmortem: BioWare's Star Wars: Knights of the Old Republic GDMag Exclusive 1
by Casey Hudson, Ray Muzyka, & James Ohlen [07.14.17]
Creating a new type of combat system inside a 60-hour RPG was a daunting task. Yet that's exactly what BioWare did with its classic Star Wars: Knights of the Old Republic, released 14 years ago today.
Console/PC, Design, History, GD Mag Exclusive, GD Mag

Q&A: Inside the 22-years-late release of Star Fox 2  
by Jon Irwin [06.29.17]
"Miyamoto always said Star Fox should be for experimenting with different forms of 3D gameplay. We added a robot walker, platform elements, and experimented with the random encounter-based missions."
Console/PC, Programming, Design, Production, History

Don't Miss: Blizzard's postmortem of Diablo 2 4
by Staff [06.29.17]
17 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
Console/PC, Programming, Design, Production, History

Join us on Twitch at 3 PM ET as we revisit Diablo II on its 17th birthday  
by Alex Wawro [06.29.17]
Diablo II is 17 today, so to mark the occasion tune into the Gamasutra Twitch channel at 12 PM PT (3 PM ET) as we return to Sanctuary to kick some pyres, light some fires, and seek game design gold.
Console/PC, Production, History, Video

Dev rescues '80s text adventure source code by baking tapes in an oven 4
by Alex Wawro [06.28.17]
Source code for early text adventures created by Magnetic Scrolls has reportedly been recovered after tape cassettes holding the only known backups were baked in a 45-degree (Celsius) oven for eight hours.
Console/PC, History

How a Retro Studios prototype laid the foundation for Metroid Prime  
by Alissa McAloon [06.26.17]
Before the studio was acquired by Nintendo, designer Mike Wikan played a major part in creating the first level of the game that would eventually be reworked into Metroid Prime.
Console/PC, Design, Production, History

Don't Miss: Sonic the Hedgehog co-creator's philosophy of game design 20
by Brandon Sheffield [06.23.17]
Sega's Sonic the Hedgehog came out 26 years ago today, and you should mark the occasion by reading this classic interview with co-creator (and veteran game designer) Hirokazu Yasuhara!
Console/PC, Design, History

Have a look at the game that became Puyo Puyo  
by Alex Wawro [06.13.17]
The games in question -- Dominon and Dominon X -- are reportedly early versions of Puyo Puyo, the mega-popular Japanese puzzle game franchise.
Console/PC, Design, History

Video: Sid Meier and Bruce Shelley's postmortem of Civilization  
by Staff [06.07.17]
Game industry luminaries Sid Meier and Bruce Shelley take the stage at GDC 2017 to present a Classic Game Postmortem on Sid Meier's Civilization and share their stories of making an enduring classic.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

7 Japanese RPGs game developers should study 5
by Stefanie Fogel [05.23.17]
We reached out to some game makers and asked them to name some JRPGs that they believe all devs should study. They provided us with a diverse list of their highly personal picks.
Console/PC, Design, History

Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D 3
by Jon Irwin [05.05.17]
Happy 25th birthday B. J. Blazkowicz! iD co-founder Tom Hall, who directed Wolfenstein 3D, shares 5 crucial lessons of game design he learned from making that game that he still uses to this day.
Console/PC, Programming, Art, Design, Production, History

Fan buys box of Blizzard stuff on eBay, finds StarCraft source code 3
by Alex Wawro [05.04.17]
Blizzard contacted the person after they posted a picture on Reddit and persuaded them to return the disc, then rewarded them with a bunch of merch and an invite out to drinks -- at BlizzCon.
Console/PC, Business/Marketing, History

How TumbleSeed grew out of an '80s arcade game: Ice Cold Beer  
by Alex Wawro [05.02.17]
"We've got to be true to the source material, out of love and respect for this awesome game that not a lot of people know about," TumbleSeed dev Greg Wohlwend tells The Verge in a new interview.
Console/PC, Indie, Design, History

The Strong nets bounty of game dev artifacts from IF pioneer Scott Adams 2
by Alex Wawro [05.02.17]
Pioneering game developer Scott Adams has been making games for over 40 years, and now he's donated a sizable collection of games and game development materials to The Strong Museum of Play in NY.
Console/PC, Design, History

Q&A: Benoit Sokal on Syberia and his comics career  
by Katherine Cross [04.10.17]
For francophone audiences, Benoit Sokal was known as a comics arts before he designed the Syberia franchise. He says the transition into game design was a natural extension of his skills and talents.
Console/PC, Indie, Design, History

Historians aim to recover, restore, and archive video game media assets  
by Alissa McAloon [04.05.17]
A collection being assembled by The Video Game History Foundation is trying to preserve decades of video game promotional material before it is lost forever.
Console/PC, History