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April 20, 2018
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GDC Classic: Multiple character interaction in Petz games  
by Adam Frank &Andrew Stern [11.09.15]
In this classic CGDC presentation from 1998, the creators of Petz describe how they made virtual creatures come to life and interact believably with one another
Console/PC, Design, History

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

The making of Prince of Persia: The Sands of Time GDMag Exclusive  
by Yannis Mallat [11.06.15]
Ubisoft's masterful reboot of the Prince of Persia franchise was released 12 years ago today. Yannis Mallat wrote this postmortem for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

The making of Call of Duty 4: Modern Warfare GDMag Exclusive 4
by Zied Rieke & Michael Boon [11.05.15]
Infinity Ward's influential shooter debuted 8 years ago today. The lead designer and technical art director wrote this postmortem of it for Game Developer magazine.
Console/PC, Design, Production, Business/Marketing, History, GD Mag Exclusive

Classic Postmortem: The Operative: No One Lives Forever Exclusive GDMag Exclusive 6
by Craig Hubbard [11.04.15]
Monolith's campy spy-themed shooter turns 15 this month. Here's designer Craig Hubbard's in-depth postmortem that first ran in 2001.
Exclusive, History, GD Mag Exclusive

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

The conception of Gabriel Knight  
by Gamasutra Community [10.29.15]
"The story came first. Then I had to figure out how to make it work as a game designer." - Gabriel Knight creator Jane Jensen.
Console/PC, Design, History

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History

How I squeezed a game into 48K, in the Apple II era 15
by Gamasutra Community [10.28.15]
The challenges of limited resources: "Effectively, there was only 'one thing going on' within the Apple II at any given time. There was nothing to hand anything off to."
Console/PC, Indie, Programming, History

The making of Star Wars: Shadows of the Empire GDMag Exclusive 5
by Mark Haigh-Hutchinson [10.21.15]
The renewed Star Wars hoopla has us remembering how excited we were when we were when this N64 classic was released. Here's an in-depth postmortem that ran in a 1997 issue of Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The making of Far Cry 2 GDMag Exclusive 1
by Clint Hocking [10.21.15]
'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from Game Developer magazine. In honor of the game's release 7 years ago today, we're republishing the article in full.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive, GD Mag

A former mentor recalls the early career of Satoru Iwata 4
by John Andersen [10.09.15]
'Iwata was a so-called otaku,' recalls Yash Terakura, who mentored Satoru Iwata when he was a college kid eager to learn more about computers. 'Of course, we did not have that term at that time.'
Console/PC, Programming, Design, Production, History

The power of politics in games, 1980s-style 1
by Christian Nutt [10.07.15]
"It was quite primitive, but for the dawn of the computer age, the predictive results seemed miraculous." - Nelson Hernandez, developer of President Elect
Console/PC, Design, Production, Business/Marketing, History

Making a 'better' arcade game, in the era of the Apple II 4
by Gamasutra Community [10.06.15]
"Visual variety. This would be my most fundamental challenge. Crisis Mountain had two hand-drawn background screens. Even as I wrote Dino Eggs, a new game called Miner 2049’er became a sensation."
Console/PC, Design, History

What happened to PlayStation's first indie dev community? 10
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Console/PC, Indie, Programming, Art, Design, Production, History

Four years of the MADE: A postmortem of a video game museum 2
by Gamasutra Community [09.25.15]
"The Museum of Art and Digital Entertainment is a 501c3 non-profit videogame museum located in downtown Oakland. On September 27, 2011, the MADE opened its doors for the first time."
Console/PC, Business/Marketing, History

The long shadow of Super Mario Bros. 3
by Nathan Altice [09.11.15]
Nathan Altice (author of "I Am Error") considers the development of the original game, which celebrates the 30th anniversary of its original release on September 13, 2015, and today's Super Mario Maker.
Console/PC, Programming, Design, History