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March 21, 2018
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Rez's Mizuguchi: His quest 'to make the player happy' changed his games 1
by Christian Nutt [04.01.16]
"There was a different sort of expression I was searching for. How do I make the player happy? How do I make the people around the player happy, too?"
Console/PC, Design, History

How Nintendo crushed the 1980s PC market with the NES 3
by Christian Nutt [04.01.16]
The Digital Antiquarian blog has published a fascinating new history of how Nintendo took on personal computers in the U.S. -- and won -- in the 1980s, with its Nintendo Entertainment System console.
Console/PC, Business/Marketing, History

A talk with Digital Eel, makers of the Infinite Space games  
by Gamasutra Community [03.22.16]
John Harris speaks with the makers of Weird Worlds: Return to Infinite Space and their new Sea of Stars: Infinite Space III, about the games, about design, about their history, randomness, and their friend Phosphorus.
Console/PC, History

Video blog: The linguists behind Far Cry Primal  
by Gamasutra Community [03.22.16]
John Harney from History Respawned talks with linguistic experts Andrew Byrd and Brenna Reinhart Byrd about their work on the languages used in Far Cry Primal.
Design, History

Blog: Game memories - Wanting the NES, getting King's Quest III 1
by Gamasutra Community [03.21.16]
"To this day, I havenít played a game that scared and delighted me more than It doesnít hold up in the way that Super Mario Bros. does, but Iím still so happy that this was one of my formative game experiences."
Console/PC, Business/Marketing, History

Wasteland: Developing an open-world RPG in 1988  
by Christian Nutt [02.26.16]
"Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series."
Console/PC, Programming, Design, Production, History

Game Boy autopsy: What's inside Nintendo's classic handheld  
by Christian Nutt [02.23.16]
An entertaining, technical peek into what made Nintendo's world-beating 1989 handheld console -- which formed the cornerstone of its business from then on -- tick.
Console/PC, Programming, History, Video

Classic Postmortem: People Can Fly's Bulletstorm GDMag Exclusive 3
by Adrian Chmielarz [02.22.16]
This distinctive and underappreciated shooter was released five years ago today. Here's an in-depth postmortem of the game's development by Adrian Chmielarz that first ran in Game Developer magazine.
Console/PC, Audio, Design, Production, Business/Marketing, History, GD Mag Exclusive

The Legend of Zelda turns 30: 5 things it brought to console games 7
by Jon Irwin [02.19.16]
Happy 30th birthday to The Legend of Zelda! We talked to several designers about how the epochal adventure changed the perception of what a console game could do--and how it personally inspired them.
Console/PC, Audio, Design, Business/Marketing, History

Unpacking the stigma of mental illness in The Town of Light 5
by Simon Parkin [02.17.16]
TV, film, and games routinely use asylums as an atmospheric setting. But The Town of Light is anything but a hackneyed horror game. It's born of personal experience, not voyeurism or exploitation.
Console/PC, Indie, Design, History, Video

James Goddard saw the birth of the Street Fighter II phenomenon 3
by Chris Baker [02.12.16]
"Street Fighter II†inspired so many of us to make fighting games.†It also founded the FGC (Fighting Game Community). I'm lucky to have a unique perspective on this legacy--I was there for its birth."
Console/PC, Business/Marketing, History

17 mold-breaking fighting games that all developers should study 8
by Patrick Miller [02.11.16]
As we celebrate Street Fighter II's 25th anniversary, we also take a look at some of the fascinating deviations and beautiful experiments that devs took to try and change SF2's fighting game formula
Console/PC, Design, History

Classic Mega Man design secrets that still hold up today  
by Christian Nutt [02.10.16]
Mega Man director Akira Kitamura shares insights into how to design action games, in a newly translated interview.
Console/PC, Design, History

How Street Fighter II changed video games, according to game devs  
by Chris Baker [02.10.16]
Designers of Street Fighter IV, Guilty Gear, Skull Girls, Yomi, and Sentris discuss how Street Fighter II was a sea change in how players could compete against each other in a game.
Console/PC, Design, History

Daigo 'The Beast' Umehara gets nostalgic on Street Fighter II's 25th anniversary  
by Chris Baker [02.08.16]
"Street Fighter II†enthralled me just as it did to so many others. If there had been no†SF2, I would not have been here today as a pro gamer."
Console/PC, Design, Business/Marketing, History

The 25-year legacy of Street Fighter II, in the words of the experts 6
by Chris Baker [02.05.16]
What is the lasting legacy of Street Fighter II? We asked the designers of SFV, Guilty Gear, Dead or Alive, Skullgirls, Aztez, Divekick, Yomi, and many other luminaries of the fighting game scene.
Console/PC, Design, Business/Marketing, History

Treasuring the things that matter 1
by Gamasutra Community [12.31.15]
"I guess sometimes you don't have a few weeks to come back and talk again. Here I am slowly closing in on 50 and there is Derek eternally stuck at roughly 30 years old."
Console/PC, Production, History

What calls players to save defunct MMOs like Star Wars Galaxies? 2
by Christian Nutt [12.30.15]
ďI strongly feel that MMOs are a special thing. Trying to save an MMOís history is like trying to save a festival," says internet historian Jason Scott.
Console/PC, Social/Online, Business/Marketing, History

Don't Miss: The making of Doom GDMag Exclusive 8
by Alexander Antoniades [12.10.15]
iD's seminal shooter turns 22 today. Don't miss this article from the first issue of Game Developer magazine on how it was made.
Design, Production, History, GD Mag Exclusive

Classic Postmortem: Jak and Daxter: The Precursor Legacy GDMag Exclusive 1
by Stephen White [12.02.15]
Naughty Dog's platformer franchise debuted 15 years ago today. Check out this in-depth postmortem of Jak and Daxter: The Precursor Legacy by Stephen D. White from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive