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May 19, 2022
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Don't Miss: Dissecting Super Mario Kart's revolutionary game design
In this timeless feature, Gamasutra chats with a dev, a historian, and some pro players about the enduring legacy of Super Mario Kart - and how it influenced so many other games.
09.17.18 | News | Jon Irwin
25 years on, devs reflect on the influence and impact of Star Fox
An original Star Fox programmer (who also coded the stretchy Mario 64 face) joins other devs influenced by his work to talk about the development and enduring legacy of Nintendo's first Super FX game.
03.22.18 | News | Jon Irwin
Don't Miss: Dissecting Super Mario Kart's revoutionary game design
In this timeless feature, Gamasutra chats with a dev, a historian, and some pro players about the enduring legacy of Super Mario Kart - and how it influenced so many other games.
01.31.18 | News | Jon Irwin
Best of 2017: How Sonic Mania's devs made the old new (and good) again
“I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.”
12.18.17 | News | Jon Irwin
Don't Miss: 6 ways Final Fantasy continues to influence devs
Today Final Fantasy turns 30, so why not mark the occasion by taking a look back at some of the many ways the enduring franchise has influenced modern game dev?
12.17.17 | News | Jon Irwin
Super Mario Kart at 25: Dissecting a revolutionary game design
Exactly 25 years ago, one of the weirdest, most innovative, influential and enduring games was released. Gamasutra talked to a dev, a historian, and a pro players about the legacy of Super Mario Kart.
08.31.17 | News | Jon Irwin | 3 Number of Comments 
How Sonic Mania's devs made the old new (and good) again
“I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.”
08.15.17 | News | Jon Irwin | 3 Number of Comments 
Q&A: Inside the 22-years-late release of Star Fox 2
"Miyamoto always said Star Fox should be for experimenting with different forms of 3D gameplay. We added a robot walker, platform elements, and experimented with the random encounter-based missions."
06.28.17 | News | Jon Irwin
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D
Happy 25th birthday B. J. Blazkowicz! iD co-founder Tom Hall, who directed Wolfenstein 3D, shares 5 crucial lessons of game design he learned from making that game that he still uses to this day.
05.04.17 | News | Jon Irwin | 3 Number of Comments 
Q&A: Creating the defiantly retro Double Dragon IV
The makers of the classic 1987 arcade brawler Double Dragon reunited to create a sequel that looks and plays exactly like earlier entries in the series. They discuss their retro revival with us.
02.19.17 | News | Jon Irwin | 1 Number of Comments 
Devs discuss the history and the future of so-called 'walking sims'
We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?"
02.16.17 | News | Jon Irwin | 20 Number of Comments 
6 ways that the Final Fantasy franchise continues to influence devs
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
11.28.16 | News | Jon Irwin | 5 Number of Comments 
As SNES turns 25, devs discuss its 7 greatest graphics innovations
“The SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
08.21.16 | News | Jon Irwin | 9 Number of Comments 
As the SNES turns 25, devs weigh in on the console's 11 best games
A generation of developers grew up with the Super Nintendo. We asked several of them to weigh in on the console's touchstone games. 25 years later, these are the classics that still resonate
08.18.16 | News | Jon Irwin | 24 Number of Comments 
Link can jump in the latest Zelda. Here's why that's a big deal
The Legend of Zelda: Breath of the Wild ditches one of the franchise's key design constraints, letting players jump with the press of a button. What does Nintendo's design decision mean?
06.27.16 | News | Jon Irwin | 8 Number of Comments 
The Legend of Zelda turns 30: 5 things it brought to console games
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.
02.18.16 | News | Jon Irwin | 7 Number of Comments 
This Week in Video Game Criticism: From stealth games to Shigeru Miyamoto
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the queer masculinity of stealth games to a level design chat with Shigeru Miyamoto.
09.13.15 | News | Eric Swain
This Week in Video Game Criticism: From Racism to DRM
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including always-on DRM, BioShock Infinite's racism and more.
04.21.13 | News | Kris Ligman | 2 Number of Comments 
A Story Of GameLayers, Inc.
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
11.10.11 | Feature | Justin Hall | 10 Number of Comments 
This Week In Video Game Criticism: From Fetishware to Deliverance 3DS
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including games as fetishware, a review for the 3DS adaptation of Deliverance, and more.
09.12.11 | News | Kris Ligman | 4 Number of Comments 
A Circular Wall? Reformulating the Fourth Wall for Video Games
In this in-depth article, Conway uses games such as Max Payne, Metal Gear Solid and even Sonic The Hedgehog to discuss how video games can break boundaries to refer to the world outside the game -- and how well it works.
07.22.09 | Feature | Steven Conway | 22 Number of Comments 
Unlocking Achievements: Rewarding Skill With Player Incentives
Where did in-game achievement mania come from? Gamasutra talks to Naughty Dog, Infinity Ward, EA, Turn 10 and more to find what works, and what doesn't in the world of player achievements.
04.01.09 | Feature | Mary Jane Irwin | 28 Number of Comments 
Anti-Violence Group's List Of "Most Violent Toys" Takes Aim At Videogames
The anti-violence group Lion & Lamb Project released a list of "12 Toys To Avoid For Christmas", and included a number of videogames and toys based on videogames on its list.
12.11.01 | News
Hasbro Expands NASCAR Deal
11.16.99 | News | Quang Hong | 1 Number of Comments 

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