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April 21, 2021
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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 |  
Best of 2020: A look back at the 5-year development of Eastshade
A look back at the 5-year development of Eastshade, the open-world adventure where you play as a traveling painter.
12.14.20 | News | Gamasutra Community |  
Blog: A postmortem of asynchronous 1v1 horror title Antithesis
Antithesis is an asynchronous 1v1 horror multiplayer game involving a player on PC and a player in VR. Here's how it was made.
12.10.20 | News | Gamasutra Community |  
Blog: A pre-postmortem about marketing
Five hard earned lessons I learned about marketing while making Spaceslingers for $0 as a small time indie developer.
11.25.20 | News | Gamasutra Community |  
Get a job: Join Treyarch as a Senior Gameplay Engineer
Treyarch is looking for a talented engineer with a passion for gameplay and a critical eye for game design.
11.22.20 | News | Staff |  
Blog: Spilt Milk Devlog 06 - Fascism Fighters 4000 (Part 1)
Strap in, because this is a perfectly-timed and completely open postmortem on the development and release, two weeks on, of our Tango Fiesta DLC.
11.12.20 | News | Chris Kerr |  
A Children of Morta development and post-launch postmortem
This article will describe the main lessons we learned during the development of Children of Morta and the year post-launch.
11.02.20 | News | Gamasutra Community |  
Tides of Chaos: How Baldur's Gate 3 tackles the RNG of D&D-inspired dice rolls
Dice rolls in Baldur's Gate 3 are played straight with pure RNG and no additional smoke and mirrors. Here's what Larian Studios has learned so far about developing a D&D game with honest to goodness random rolls.
10.15.20 | News | Alissa McAloon | 2 Number of Comments 

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