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May 12, 2021
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John Romero is giving a Quake postmortem at GDC 2021
id Software co-founder John Romero will take you through the rollercoaster of Quake?s creation at the all-digital GDC 2021.
05.10.21 | News | Staff |  
Don't Miss: The making of Resident Evil 4
Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
05.06.21 | News | Staff |  
Don't Miss: The postmortem of Resident Evil 2 for the N64
In this classic 2000 postmortem, then-Angel Studios engineer Todd Meynink recounts the trials and tribulations Angel faced in porting Capcom's Resident Evil 2 to the Nintendo 64.
05.04.21 | News | Staff |  
Don't Miss: A classic postmortem of BioWare's Star Wars: Knights of the Old Republic
Creating a new type of combat system inside a 60-hour RPG was a daunting task. Yet that's exactly what BioWare did with its classic Star Wars: Knights of the Old Republic.
05.03.21 | News | Staff |  
Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
04.28.21 | News | Staff |  
Don't Miss: Double Fine's 2005 Psychonauts postmortem
Take a look behind the scenes of Double Fine Production's Psychonauts in this 2005 postmortem covering what went right (and what went wrong!) during the iconic platformer's development.
04.27.21 | News | Alissa McAloon |  
See how Ghost of Tsushima’s Guiding Wind came to life at GDC 2021
Find out how Sucker Punch created Ghost of Tsushima's Guiding Wind mechanic at GDC 2021.
04.26.21 | News | Staff |  
Blog: Recounting a successful failure - The Spaceslingers postmortem
So what does a successful failure look like? Well, first, let's talk about success...
04.13.21 | News | Gamasutra Community |  
Outriders devs offer an inside look at launch server issues, and the eventual fix
Outriders' launch was plagued by a significant amount of server woes but according to developers People Can Fly the actual source of those issues was a bit more complex.
04.08.21 | News | Alissa McAloon |  
Blog: Making serious indie games - A first-year business postmortem
An honest report about our first year as an independent studio looking at how we resurrected an old title, diversified our portfolio, tackled long-tail, and more!
04.07.21 | News | Gamasutra Community |  
Don't Miss: A Classic Postmortem of The Sims 2 and how Maxis avoided sequel-itis
In this classic postmortem from Game Developer magazine, Lucy Bradshaw and the Maxis team recount what went right and what went wrong during development.
04.01.21 | News | Staff |  
Three key lessons from the history of tools programming
Tools programmer David Lightbown shares useful lessons from the history of game-making tools.
03.18.21 | News | Bryant Francis | 1 Number of Comments 
Don't miss the fourth day of GDC Showcase
GDC Showcase is almost over! Don't miss all of today's great talks.
03.17.21 | News | Staff |  
Start your week with a great first day of GDC Showcase
It's the first day of GDC Showcase! Check out some sessions you can see at this all-free, all-digital GDC event.
03.14.21 | News | Staff |  
Revisit two essential Classic Game Postmortems at GDC Showcase
Join Steve Golson and Warren Spector as they revisit their GDC Classic Game Postmortems for Ms. Pac-Man and Deus Ex at GDC Showcase.
03.11.21 | News | Staff |  
Don't Miss: Akihiro Imamura & Akira Yamaoka's Silent Hill 4: The Room postmortem
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
02.24.21 | News | Staff |  
Don't Miss: Blizzard's postmortem of Diablo II
20 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
02.18.21 | News | Staff |  
Go behind the scenes of The Walking Dead: Saints and Sinners at GDC Showcase
Check out a postmortem of The Walking Dead: Saints and Sinners at GDC Showcase next month!
02.15.21 | News | Staff |  
Catch up with three great game designers at GDC Showcase’s Discussion Sessions
Three talented game designers will be discussing their GDC talks with you at GDC showcase. Find out more!
01.27.21 | News | Staff |  
Don't Miss: Monolith Productions' postmortem of Middle-earth: Shadow of Mordor
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
01.14.21 | News | Staff |  
Don't Miss: A 2014 Lucasfilm Games postmortem, told by those who lived it
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
01.11.21 | News | Staff |  
Postmortem: How Allods Team ported MMO Skyforge to Nintendo Switch
Following the successful port ofWarfaceto the Switch, MY.GAMES? studio Allods Team tried its hand at porting the MMOSkyforge.Some things went really well, and others were more difficult.
01.05.21 | News | Dmitry Lisichkin |  
Blog: A Survive Another Night development postmortem
A postmortem about developing my game Survive Another Night for the 2020 Epic MegaJam.
01.04.21 | News | Gamasutra Community |  
Blog: How I wasted time and money developing a game that earned $30
My postmortem analysis of Drunk Shotgun, a hardcore indie game you've probably never heard of.
01.04.21 | News | Gamasutra Community |  
Blog: A postmortem of Cogmind's 2020 ARG
Reviewing how Cogmind's special ARG event for Halloween 2020 was conceptualized, built, played, and received.
12.22.20 | News | Gamasutra Community |  

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