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May 21, 2022
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Video: Combat Arms postmortem: The art of selling guns
In this video postmortem from GDC Online 2011, Nexon's Jungsoo Lee explains how the free to play Combat Arms taught the Korean studio some important lessons about monetizing games in the West.
08.22.12 | News | Staff | 5 Number of Comments 
Want to be Surrounded By a Thriving Local Games Industry? Grow Yours
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
08.21.12 | Feature | Epona Schweer | 36 Number of Comments 
Video: Pitfall! postmortem: The making of an Atari 2600 classic
During his classic game postmortem at GDC 2011, Activision co-founder David Crane offered a behind the scenes look at Pitfall!, one of the most popular and most successful releases on the Atari 2600.
08.19.12 | News | Staff | 2 Number of Comments 
IGF China seeking indie game submissions for 2012 event
The Independent Games Festival China – which will take place alongside GDC China – is accepting indie game entries from the pan-Pacific area from now through September 10.
08.16.12 | News | Staff | 1 Number of Comments 
Video: Building browser-based games using HTML5
In this practical video presentation, Marc O'Morain, programmer with the young venture-backed online game service Swrve, shares his tips for making browser-based games in HTML5.
08.15.12 | News | Staff | 8 Number of Comments 
Secret Knowledge from the Future
Ngmoco CEO Neil Young talks about his view of the future of the mobile social games space, how he hopes to delight both players and developers, and why he thinks that Mobage is the number one service in the world.
08.13.12 | Feature | Christian Nutt | 1 Number of Comments 
Video: How developers are still fighting their arcade heritage 30 years later
Developers have a lot to "unlearn" about how they define games, according to industry veteran Mark Cerny. But that process could take a while, considering many are still unlearning arcade lessons from 30 years ago.
08.08.12 | News | Staff | 16 Number of Comments 
Video: How Double Fine's 'Amnesia Fortnight' turned terror into triumph
Tim Schafer and other Double Fine leads discuss "Amnesia Fortnight," a revamped approach to game production that eventually led to the creation of titles like Costume Quest, Stacking, and Iron Brigade.
08.05.12 | News | Staff | 9 Number of Comments 
Video: Creating the audio for Bastion
Supergiant Games' Bastion boasts some of the most unique game audio in the business, and at GDC 2012, the game's audio director explained how he gave the indie action title such an iconic sound.
08.01.12 | News | Staff | 2 Number of Comments 
Video: Depth in simplicity: The making of Jetpack Joyride
Making a game with wide appeal is no easy task, but in this new video, Halfbrick's Luke Muscat explains how he and his team did just that with their popular one-button action game, Jetpack Joyride.
07.30.12 | News | Staff
Video: Why making a truly unique video game is terrifying
Familiar genres like first-person shooters or strategy games have a lot of reference material to work with, but how do developers like Journey's thatgamecompany make something that hasn't been done before?
07.29.12 | News | Staff | 2 Number of Comments 
Video: Loom creator Brian Moriarty seeks out the essence of good game design
Infocom and LucasArts veteran Brian Moriarty believes that coding lies at the very core of good game design, and at GDC 2012, he outlined how his design course strips game creation down to its most basic elements.
07.23.12 | News | Staff | 8 Number of Comments 
Our Top 30 Developers
Game Developer and Gamasutra editors have teamed up to list our top 30 developers of the past 12 months, from the indies to the big boys. This honor is reserved for teams of developers who are doing something new, something different, something better -- or, more often than not, all of the above.
07.21.12 | Feature | Staff | 5 Number of Comments 
Video: How to make killer game loops
Developers who want to create addictive games with a broad appeal will need to master game loops -- Henric Suuronen shared some advice and common pitfalls for making compelling game loops at GDC Europe 2011.
07.19.12 | News | Staff
Video: Making Portal 2, the sequel to a game that didn't need one
For many players, the original Portal is a rare example of a perfect game, and as Valve writers Chet Faliszek and Erik Wolpaw explained at GDC 2012, creating a follow-up to such a revered title was no easy task.
07.16.12 | News | Staff | 1 Number of Comments 
Video: Cubes all the way down: Fez technical postmortem
In this video from GDC 2012, Fez programmer Renaud Bedard outlines the techniques he used and the lessons he learned while creating Fez, Polytron's long-anticipated and mind-bending puzzle platformer.
07.12.12 | News | Staff | 4 Number of Comments 
Video: Alone in the Dark: A classic postmortem
Preceding games like Resident Evil and Silent Hill, Infogrames' Alone in the Dark proved to be a landmark for the survival horror genre, and now series creator Frederick Raynal explores how the classic title came to be.
07.10.12 | News | Staff | 6 Number of Comments 
Video: Learning to QWOPerate
QWOP creator Bennett Foddy loves griefing his players, and in this new free video from GDC 2012, he explains why other game developers should consider doing the same.
07.05.12 | News | Staff | 4 Number of Comments 
Video: The art direction of Saints Row: The Third
Volition's Frank Marquart offers a behind-the-scenes look at the unique world of Saints Row: The Third in this free video from GDC 2012, courtesy of the GDC Vault.
06.28.12 | News | Staff | 1 Number of Comments 
Building a Better Zombie
In this article, Westwood College game design professor Christopher Totten takes a look at how zombies arose in popular culture, how they're used in other media, and explores how they have been used in games -- and how they could be deployed even more effectively.
06.28.12 | Feature | Christopher W. Totten | 13 Number of Comments 
How DeNA overcame network and user acquisition challenges in China
DeNA China has had good success with the company's Mobage platform in the region, but getting to this point was not without its issues. DeNA's Kang Sun discusses the company's solutions at GDC Taipei.
06.25.12 | News | Brandon Sheffield
Video: Create new genres (and stop wasting your life in the clone factories)
In a new free video on GDC Vault, Spry Fox's Daniel Cook encourages developers to strike out on their own and create unique, adventurous game concepts rather than trying to build upon the success of existing titles.
06.20.12 | News | Staff | 20 Number of Comments 
Reminder: GDC China's call for submissions ends Monday, June 18
The UBM TechWeb Game Network, organizers of the industry-leading Game Developers Conference series, are reminding that the deadline to submit a presentation for this year's GDC China is Monday, June 18.
06.12.12 | News | Staff
GDC Europe 2012 debuts new sessions on Sine Mora, browser game design
In the wake of E3, GDC Europe has debuted a trio of new talks featuring a postmortem of the XBLA shoot 'em up Sine Mora, as well as talks covering tips for creating free to play browser games.
06.07.12 | News | Staff
'Tales from the GDC Vault' presents talks on the Dreamcast, PlayStation 2 from 1999
Continuing his Tales from the GDC Vault series, GDC historian Jason Scott has digitized three free, notable videos from GDC 1999, all of which are available online for the first time.
05.22.12 | News | Staff

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