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April 19, 2018
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Updates » 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 IIenthralled me just as it did to so many others. If there had been noSF2, 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 MMOs 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

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Recreating a video game from 1958: Tennis For Two's conservation story 1
by Gamasutra Community [11.24.15]
"One of the most fun projects I had the opportunity to work on this year was a recreation of the 1958 video game Tennis For Two, which is fully playable and installed in the New York Historical Society."
Console/PC, Business/Marketing, History

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: The making of Half-Life 2 GDMag Exclusive 5
by Brian Jacobson & David Speyer [11.16.15]
Half-Life 2 was released 11 years ago today. This postmortem from Game Developer magazine outlines Valve's decentralized design process.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Understanding this year's biggest video game copyright ruling 3
by Chris Baker [11.13.15]
We explore the significance of a recent ruling by the US Copyright Office that grants some exemptions to the stringent copyright protection of games.
Console/PC, Serious, Business/Marketing, History