Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 21, 2022
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Your search returned 575 results.
Order by: date|relevance
Writing in the killing field: Violence in Spec Ops The Line
Walt Williams, lead writer and narrative designer on Spec Ops: The Line discusses the idea that violence in games, while it may not desensitize people from violence in general, does desensitize people from violence in games.
09.15.13 | News | Brandon Sheffield | 2 Number of Comments 
Playing your employees: a game design problem
Crytek executive producer Joshua Howard thinks that, for those having trouble with team management, there's a direct analog between game design and different management styles.
09.14.13 | News | Brandon Sheffield | 2 Number of Comments 
Getting to market fast, the lean development way
Lean development concepts have been moving through startups in Silicon Valley for some time, but haven't made much headway in game development. Katherine de Leon of GSN outlines why that should change.
09.14.13 | News | Brandon Sheffield | 2 Number of Comments 
Surviving a viral outbreak, DayZ style
The giant success of DayZ, with its two million players, was completely unexpected. Dean Hall discusses the ways in which he was not prepared for the massive viral success of his Arma 2 mod.
09.14.13 | News | Brandon Sheffield | 6 Number of Comments 
Cultivate a garden: The dangers of individual ownership
Nathan Martz, former tech director of Double Fine, outlines how shared ownership can help to minimize risk and conflict between team members during the development of a game.
09.13.13 | News | Brandon Sheffield | 1 Number of Comments 
Video: How reviewing games for 9 years helped design Gunpoint
Veteran games reviewer Tom Francis expounds upon several lessons learned in his career, and how he implemented those lessons in his hacking puzzle platformer Gunpoint.
09.12.13 | News | Staff | 2 Number of Comments 
How PlayJam plans to shake up the microconsole market
GameStick isn't the be-all and end-all in the UK-based PlayJam's microconsole plans. Other companies might be looking at how best to sell their own hardware, but PlayJam CEO Jasper Smith has broader plans.
09.11.13 | News | Mike Rose | 5 Number of Comments 
Video: Making games that make people healthier
The creators behind SuperBetter, ShapeUp, and GreenGoose share their approaches to promoting health through online, social, and mobile gaming.
09.10.13 | News | GDC Vault Staff | 1 Number of Comments 
Video: Balancing free-to-play in Dungeons & Dragons Neverwinter
Perfect World Europe's Gabriel Hacker discusses best and worst practices for monetizing free-to-play MMOs, citing the recent successes of Dungeons & Dragons Neverwinter.
09.08.13 | News | Staff | 1 Number of Comments 
Video: Creating Steve Jackson's Sorcery!, a profitable world of words
Steve Jackson's Sorcery! developer Jon Ingold discusses the advantages and disadvantages of text-based games, and explains how Inkle Studios created a commercial hit.
09.05.13 | News | Staff | 2 Number of Comments 
GDC China adds PvZ2, Kabam talks; releases session schedule
Newly-announced talks for the upcoming GDC China include Kabam devs speaking about making games for Western audiences with Chinese teams, and PopCap China executive game designer Duncan on why Plants vs. Zombies 2 was launched in China.
09.05.13 | News | Staff
Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
09.03.13 | News | Staff
Video: Postmortem of Dino Dini's classic Kick Off
In this GDC Europe 2013 video, Dino Dini discusses over 20 lessons learned from the creation of his series of sports games from the '80s and '90s, including Kick Off and Player Manager.
09.01.13 | News | Staff | 5 Number of Comments 
GDC China adds GSN Digital, Double Fine, Gameloft production talks
The latest Production Track talks for September's GDC China event will include Gameloft on extending the life cycle of Order & Chaos and Double Fine on optimization techniques.
08.29.13 | News | Staff
Video: Making friends in Journey and Way
"If we can get two people to have a connection in a game before their predjeucies get in the way, then maybe we can challenge those prejudices." - Journey and Way developer Chris Bell.
08.29.13 | News | Staff
Video: Building Star Wars: The Old Republic's scalable platform
BioWare's Dave Moore discusses how he and his team built a robust and scalable platform environment and how they anticipated the massive launch for Star Wars: The Old Republic.
08.27.13 | News | Staff | 2 Number of Comments 
GDC China 2013 adds DayZ, Ubisoft, Crytek production talks
The newest Production Track talks for September's GDC China event in Shanghai will explore Crytek's game design-minded management tips, DayZ's rise, and Ubisoft's Splinter Cell Blacklist art.
08.26.13 | News | Staff
Video: 'Less is more' in Eufloria's design
IGF nominee Eufloria HD creative director Rudolf Kremers discusses how procedural and user-generated levels can free up development time, and lead to a happy fanbase.
08.25.13 | News | Staff
Video: Is your game 'juicy' enough?
Independent developers Martin Jonasson and Petri Purho explain how developers can make their games more exciting by adding some small final touches that make the experience feel more interactive.
08.22.13 | News | Staff | 2 Number of Comments 
Video: Trauma, from thesis project to indie success
Developer Krystian Majewski discusses how he transformed Trauma, his university thesis project, into a successful point-and-click adventure that favors a rich experience over conventional puzzles.
08.20.13 | News | Staff
Video: How abstraction gave Proteus its voice
Speaking at last year's GDC Europe, Proteus creator Ed Key explained why staying away from complex game systems made his music-based exploration game a far more meaningful experience.
08.18.13 | News | Staff | 1 Number of Comments 
Video: Valve's system for creating AI-driven dynamic dialog
Elan Ruskin explains how Valve's Team Fortress 2, Left 4 Dead 2, and internal experiment Two Robots, One Wrench empowers writers.
08.15.13 | News | Staff | 5 Number of Comments 
IGF China finalists, Indie Summit talks announced for GDC China 2013
GDC China organizers have announced finalists for the 5th annual IGF China and highlighted talks for its Independent Games Summit, including IGF nominees Thirty Flights of Loving and Retro/Grade.
08.15.13 | News | Staff
Video: How Riot Games dodged the pitfalls of rapid staff growth
Riot Games senior producer Travis George takes a moment to discuss how the League of Legends team managed rapid growth while still maintaining a strong and productive company culture.
08.13.13 | News | Staff | 2 Number of Comments 
Day[9], Game of Thrones, NBC Universal talks added to GDC Next
New talks for LA's GDC Next this November include Disruptor Beam on Game of Thrones Ascent and Starcraft II eSports commentator Day[9] on designing observer friendly games.
08.13.13 | News | Staff | 4 Number of Comments 

  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20