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May 20, 2019
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The Top 10 Things The Game Industry Can Learn from Film Production
What can game developers learn from the film industry, if anything? No, it's not about storytelling -- it's about the very style of production, argues Tess Jones, who has worked as both a film producer and a game producer.
05.01.12 | Feature | Tess Jones | 39 Number of Comments 
Scale Something: How Draw Something rode its rocket ship of growth
"A few days after Draw Something launched, we started to notice something...strange." Here's OMGPOP CTO Jason Pearlman's extensive technical breakdown of how a tiny systems team handled the game's explosive growth.
04.17.12 | News | Jason Pearlman | 12 Number of Comments 
A Line in the Sand: The Spec Ops Interview
Lead designer Cory Davis takes Gamasutra on a ride through the design decisions behind Spec Ops: The Line, explaining how he hopes to bring a new aesthetic and storytelling heft to the military shooter genre.
04.02.12 | Feature | Brandon Sheffield |  
Rational Design: The Core of Rayman Origins
In this extensive design article, Chris McEntee, who worked on Rayman Origins as a designer at Ubisoft Montpelier, examines the company's core design philosophy and explores the techniques used to create the lauded platformer.
03.27.12 | Feature | Chris McEntee | 15 Number of Comments 
Digital card game studio 5th Planet acquires Twilight, The Walking Dead projects
Social games company 5th Planet Games has acquired game design consultancy To Be Continued, with the aim to secure its position as one of the top collectible trading card game developers on Facebook.
03.20.12 | News | Mike Rose |  
Telltale's Dan Connors talks a new kind of freemium
Adventure game studio Telltale Games (The Walking Dead) bucks current trends by embracing licensed content and ignoring microtransaction-based monetization, as CEO Dan Connors tells us.
03.19.12 | News | Chris Morris | 1 Number of Comments 
Postmortem: Days of Wonder's Ticket to Ride Pocket
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
02.21.12 | Feature | Gerald Guyomard,Yann Corno | 2 Number of Comments 
The Vita Interview
Today, Sony launches its latest portable console in North America and Europe, but has the company learned its lessons from the PSP and does it have what it takes to compete with Apple? Gamasutra speaks to Scott Rohde, Sony's senior vice president of Worldwide Studios, to find out.
02.20.12 | Feature | Christian Nutt | 19 Number of Comments 
DICE 2012: Is the publishing model broken?
"Is the publishing model broken?" That's the question posed during a debate between two prolific games industry analysts at the Gamasutra-attended DICE 2012 in Las Vegas on Wednesday.
02.07.12 | News | Kris Graft | 34 Number of Comments 
In-depth: Sensible error handling, part 1
In this reprinted #altdevblogaday in-depth piece, BitSquid co-founder Niklas Frykholm talks about designing systems so that error handling is as sensible as possible, and looks at the kind of errors you will need t
02.02.12 | News | Niklas Frykholm | 3 Number of Comments 
Just how badly did uDraw hurt THQ, anyway?
With less than half of its inventory sold to stores and consumer interest alarmingly low, THQ's failure to sell its tablet accessory was a significant blow to the already struggling publisher.
02.01.12 | News | Frank Cifaldi | 20 Number of Comments 
Opinion: An indie marketing story
In this reprinted #altdevblogaday opinion piece, Itzy Interactive's Kyle Kulyk discusses the difficulties of finding an effective way to promote an indie game, looking at his experience marketing an Android title.
01.31.12 | News | Kyle Kulyk | 13 Number of Comments 
Gamasutra's Best Of 2011
Another year is ending, and Gamasutra has once again taken a broad look at the ever-expanding face of the industry with a series of articles that identify the games, trends, and companies that have made the biggest impact.
12.29.11 | Feature | Gamasutra staff | 5 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! XII
The latest installment of Ernest Adams' Designer's Notebook series once again takes a close look at major and minor design flaws made by developers -- when it comes to interface, A.I. behavior, or pure game design -- and highlights them so you know what to avoid doing.
12.26.11 | Feature | Ernest Adams | 24 Number of Comments 
Gamasutra's Best Of 2011: Top 5 Console Downloadable Games
Gamasutra contributor Ryan Langley looks at a year that brought us standout downloadable titles and a flood of content alike, highlighting his favorite games for XBLA, PSN and WiiWare.
12.20.11 | News | Ryan Langley | 13 Number of Comments 
Gamasutra's Best Of 2011: Top 10 Indie Games
Continuing Gamasutra's 2011 roundup is our top 10 indie game selections from sister site IndieGames.com, covering a wide range of genres and platforms, and reflecting the great talent of the indie community.
12.15.11 | News | Mike Rose, Tim W. | 18 Number of Comments 
Critical Reception: Chair Entertainment's Infinity Blade II
This week's edition of Critical Reception examines online reaction to Chair's Infinity Blade II, which reviewers describe as "a technically and visually gifted game that consistently delivers eye-popping stuff."
12.06.11 | News | Danny Cowan | 1 Number of Comments 
Behind The Scenes With Certain Affinity's Crimson Alliance
In an in-depth postmortem in this month's edition of Game Developer magazine, Certain Affinity examines how it battled production problems and even player expectations with its action RPG Crimson Alliance.
11.21.11 | News | Staff |  
This Week In Video Game Criticism: From Fumito Ueda To Skyrim Dining
This week, our partnership with game criticism site Critical Distance brings us picks from Ben Abraham on topics including the New Yorker's piece on Ico/SoTC director Fumito Ueda, things to eat in <
11.07.11 | News | Ben Abraham |  
Myths, Mavericks, And Music Of Red Dead Redemption
In this interview, Gamasutra talks with Red Dead Redemption's composers Bill Elm and Woody Jackson about developing the Western game's sound, comparing the experience to working on film scores, and more.
11.03.11 | News | Jeriaska |  
Opinion: I Am A Slave To The Groove
In this reprinted #altdevblogaday-opinion piece, Binary Refinery's director Richard Fine talks about how effective music can be in setting the mood quickly in a video game, citing several noteworthy examples.
10.23.11 | News | Richard Fine | 7 Number of Comments 
Opinion: Tools To Help Me Think
In this reprinted #altdevblogaday-opinion piece, Avalanche Studios' Asa Roos looks at what happens in your brain during the creative process, and suggests steps you can take to solve your project's problems.
10.20.11 | News | Asa Roos | 5 Number of Comments 
In-Depth: Speeding Up Sparse Data Access With Bitfields
In this reprinted #altdevblogaday-opinion piece, Q-Games programmer Ben Carter offers a lesson and some tricks for speeding up sparse data access with bitfields.
10.17.11 | News | Ben Carter | 6 Number of Comments 
Interview: Lexis Numerique Breaks Down Its Downloadable Horror Title Amy
Gamasutra speaks to French studio Lexis Numerique about its upcoming survival horror title Amy, detailing the game's Ico-inspired mechanics and discussing how the game fits in with other horror classics.
10.12.11 | News | Brandon Sheffield, Tom Curtis | 3 Number of Comments 
Kim Swift On Creating Quantum Conundrum
The ex-Portal designer talks about her new project, Quantum Conundrum, which is currently under development at Airtight Games and to be published next year by Square Enix -- and in particular, the development methodology that allows her to innovate in the action/puzzle genre.
10.12.11 | Feature | Frank Cifaldi,Brandon Sheffield | 10 Number of Comments 

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