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May 20, 2019
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The Last of Us is the least we should ask of games
Leigh Alexander looks at The Last of Us -- the simplicity of its victories, the complex context in which it exists, and why it's the pinnacle of a broad form for which other games have long aimed.
07.01.13 | News | Leigh Alexander | 46 Number of Comments 
Most players won't finish your game - and that's not a bad thing!
Most players won't play to the end of your game. That's not a tragedy -- that's a feature of video games' design landscape. Ubisoft creative director Jason VandenBerghe explains.
06.30.13 | News | Jason VandenBerghe | 61 Number of Comments 
Making games as a hobby with Locomalito
Locomalito is a Spanish indie developer, best known for his more traditional, retro-looking arcade games like Maldita Castilla. Here, he talks about his influences.
06.25.13 | News | Konstantinos Dimopoulos | 4 Number of Comments 
This Week in Video Game Criticism: From War to The Last of Us
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including The Last of Us and war games.
06.23.13 | News | Kris Ligman | 1 Number of Comments 
Blog: You're not designing kids' games the right way
Years of teaching children have taught The Walking Dead designer Harrison Pink a lot about why what we think children need in games is totally wrong.
06.12.13 | News | Gamasutra Community |  
What Lies Beyond: Doorways in Gaming
How the door affects the human mind, and how games have used that transition in the past.
06.10.13 | Feature | Dale Dobson | 5 Number of Comments 
Video Games Under Fire
Recent tragedies have once again called into question the role of video games in real-life violence -- and Brandon Sheffield talks to Gearbox CEO Randy Pitchford, developer of many first person shooters, about where responsibility lies.
06.06.13 | Feature | Brandon Sheffield | 28 Number of Comments 
Not Puzzles, but Scenes: Cinematic Gameplay Interactions
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.
06.04.13 | Feature | Lucas González | 8 Number of Comments 
How gameplay and story intertwine in Virtue's Last Reward
What separates the visual novel from the Western adventure game, and how can you turn the player's brain into a computer? Virtue's Last Reward director Kotaro Uchikoshi explains.
05.30.13 | News | Christian Nutt | 2 Number of Comments 
Time to move on from the gameplay vs. story debate
UC Santa Cruz's Michael Mateas (Facade) argued in an impassioned presentation this morning that the time for debate on whether games should have stories has passed -- it's the work that matters.
05.09.13 | News | Christian Nutt | 36 Number of Comments 
Should games have stories?
A reprint from Game Developer magazine's February issue, industry veteran Soren Johnson questions whether video games should have stories, and explores various examples.
05.07.13 | News | Soren Johnson | 77 Number of Comments 
Here's what makes Ludum Dare so special
Sometimes the hardest part about developing a game is actually getting started. The Ludum Dare online game jam had its biggest turnout over the weekend, and moved hundreds to turn their ideas into reality.
04.30.13 | News | Mike Rose | 3 Number of Comments 
Hard work paid off in Dreamfall Chapters' $1.5 million Kickstarter
Make no mistake, running a Kickstarter is a full-time job that shouldn't be taken lightly. Designer Ragnar Tornquist explains how Dreamfall Chapters made it past $1.5 million in pledges.
04.23.13 | News | Brandon Sheffield | 3 Number of Comments 
BioShock, Tomb Raider stave off larger declines in March
NPD Group's monthly report of U.S. physical video game sales showed a 10 percent decline in dollar sales for last month -- a drop that could've been much worse if it weren't for a couple high-profile titles.
04.17.13 | News | Kris Graft | 2 Number of Comments 
GDC 2013 reveals record 23,000 attendees, next year's show dates
Game Developers Conference organizers have revealed a record 23,000 people attended last week's event in San Francisco, also revealing March 17th-21st, 2014 as next year's dates for the show.
03.31.13 | News | Staff | 1 Number of Comments 
GDC 2013 Day 3: Engines and awards
An interview with PS4's chief architect, Konami's FOX engine for Metal Gear Solid 5, Epic's Unreal Engine 3 for browsers, and DICE's Frostbite 3 for Battlefield 4 mark day 3 of GDC 2013.
03.27.13 | News | John Polson | 1 Number of Comments 
Journey, Far Cry 3, The Walking Dead win at 13th Choice Awards
At the 13th annual Game Developers Choice Awards ceremony at GDC 2013 this evening, Journey won six of the 11 main awards, with Far Cry 3, The Walking Dead, and Dishonored among the other winners.
03.26.13 | News | GDC Staff | 13 Number of Comments 
The relevancy of premium games in a F2P-dominated economy
Capy co-founder and president Nathan Vella still makes premium games, like Critter Crunch and Sword & Sworcery, because he says there's still a place for them -- especially in niche genres where fans will pay
03.26.13 | News | Simon Parkin | 3 Number of Comments 
7 practical tips for making a moral game
Video game writers have long had a strong desire to instill a moral component in their games. Microsoft senior designer Richard Rouse III offers some practical tips of incorporating morality into your game
03.24.13 | News | Kris Graft | 4 Number of Comments 
Level Design in a Day: Your Questions, Answered
In the run-up to the popular GDC session -- which runs on Tuesday, March 26 -- Gamasutra collected questions from its community, which many of the participants answer here in roundtable format, including level designers from Epic, Bethesda, and Visceral Games.
03.19.13 | Feature | Coray Seifert | 7 Number of Comments 
Release This: Gears of War: Judgment launches worldwide
Gamasutra's latest custom compiled worldwide release list explores a week that brings Gears of War: Judgment, Monster Hunter 3 Ultimate, and The Walking Dead: Survival Instinct to retailers stateside.
03.17.13 | News | Danny Cowan |  
Road to the IGF: Team Pixel Pi's Pulse
2013 IGF student finalist Pulse paints a canvas not with color but with sound. It is a first person survival game where echoes trigger the now-blind player's memory.
03.13.13 | News | John Polson |  
GDC 2013 Audio Track highlights Walking Dead, Dear Esther, Dead Space 3 talks
GDC 2013 has an in-depth Audio Track, and this year's highlights include Dear Esther's approach to mixing live and digital instruments, episodic sound design and production for The Walking Dead, and much more.
03.13.13 | News | GDC Staff |  
Are Game(r)s Art(ists)?
Assassin's Creed 4 lead writer Darby McDevitt proposes a way of looking at games -- as a blend of two types of mechanics, Agency and Destiny -- that have different goals and deliver to the player different types of emotions, but which can work together.
03.12.13 | Feature | Darby McDevitt | 34 Number of Comments 
Could a 'pilot program' for episodic games actually work?
Metal Gear series creator Hideo Kojima ponders whether developers might save money during this next, expensive generation of AAA game development by selling a small chunk of their games first and seeing if it sticks.
03.10.13 | News | Frank Cifaldi | 37 Number of Comments 

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