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January 16, 2018
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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]
“I strongly feel that MMOs are a special thing. Trying to save an MMO’s 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

From Diablo to Rebel Galaxy: A history 1
by Gamasutra Community [12.02.15]
From 1993 to present day -- a look back at the career of Erich Schaefer, who co-founded Blizzard North, developers of the original Diablo.
Console/PC, Design, Production, Business/Marketing, History

Memories of Xbox Live Arcade, from its most successful devs 2
by Christian Nutt [12.01.15]
"XBLA opened a door that blocked independent and smaller developers from the largest game consumers at the time." - Super Meat Boy dev Tommy Refenes
Console/PC, Indie, Business/Marketing, History

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 5
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Console/PC, Indie, Art, Design, History

Classic Postmortem: Ratchet & Clank GDMag Exclusive 2
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive