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October 24, 2017
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IGDA Foundation grants the National Videogame Museum $4k to help pay for student visits  
by Alex Wawro [10.18.17]
The National Videogame Museum in Frisco, TX has received a $4k grant†from the IGDA Foundation that will be used to help cover the costs of visits by low-income students.
Business/Marketing, History

GDC Retro Play returns for GDC 2018, and is now accepting submissions!  
by Staff [10.13.17]
Free submissions are now open for GDC Retro Play, an exhibit appearing for the second time at GDC 2018 that specifically concentrates on showcasing retro games. consoles, and memorabilia.
Console/PC, History, GDC

'Yeesh, let's not try and do that again': Valve dev reflects on The Orange Box  
by Alex Wawro [10.10.17]
"It ended up furthering our belief that we needed to get to a place where we could do whatever we wanted with our games," Valve's Robin Walker tells RPS in a chat about the decade-old Orange Box.
Console/PC, Production, History

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today 3
by Garth DeAngelis [10.09.17]
Five years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Faithfully adapting the tabletop classic Ogre  
by Jennifer Allen [10.05.17]
Auroch Digital talks about the challenges of faithfully adapting Steve Jackson Games' classic 1977 tabletop title Ogre.
Console/PC, Indie, Design, History, Video

Panzer Dragoon Orta director recalls how the shooter was almost a strategic online game 1
by Alex Wawro [10.03.17]
"We took these two concepts to Kawagoe-san and pitched it to him," Panzer Dragoon Orta director Akihiko Muraiyama recalls "[He] said 'hey, this is for Xbox. Let's go with the shooting game.'"
Console/PC, History

Classic Postmortem: No One Lives Forever 2: A Spy in HARM's Way 3
by Craig Hubbard [09.29.17]
Fifteen years ago today, the campy shooter No One Lives Forever†2: A Spy in H.A.R.M.íS Way was released. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

The Strong's latest windfall: Artifacts from the first coin-op game maker 1
by Alex Wawro [09.28.17]
The Strong Museum of Play has accepted a donation of artifacts documenting work done by Nutting Associates, which is believed to be the world's first manufacturer of coin-operated arcade games.
Console/PC, History

Have a look at Nintendo's early prototype for Yoshi 1
by Alex Wawro [09.28.17]
A recent Nintendo dev interview also included a screenshot [excerpted below] of a prototype Yoshi sprite, dated November of 1989, in which the iconic dinosaur looks more like a sad turtle.
Console/PC, Art, History

Classic Postmortem: Firaxis' Civilization V 4
by Dennis Shirk [09.21.17]
Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process.
Console/PC, Design, Production, History, Video

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