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May 22, 2019
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The Designer's Notebook: Introducing The Blitz Online
In this installment of the long-running design column, author and game designer Ernest Adams sketches out a design for a new kind of MMOG -- one which takes a specific moment in history and hopes to educate and entertain audiences by bringing it into the light and building sensible, accessible play mechanics around it.
04.13.11 | Feature | Ernest Adams | 12 Number of Comments 
The Tale Of The Tools That Made Dead Rising 2
How to handle the population and testing of an open world game with thousands of items and hundreds of NPCs? Capcom Game Studio Vancouver technical director Tom Niwinski describes the toolset the team constructed for Dead Rising 2.
04.05.11 | Feature | Tom Niwinski | 13 Number of Comments 
Opinion: Brian Moriarty's Apology For Roger Ebert
In a presentation originally given at GDC 2011, Infocom and LucasArts veteran Brian Moriarty (Loom) defended film critic Roger Ebert's views about video games as art. Gamasutra now has Moriarty's speech in full.
03.13.11 | News | Brian Moriarty | 80 Number of Comments 
GDC 2011: Gamasutra's Complete Lecture Roundup
Last week's record-breaking Game Developers Conference was one of the most varied and dynamic iterations of the annual event ever -- her
03.06.11 | News | Staff |  
GDC 2011: Opinion: Understanding Crawford - Why Chris Crawford Is Misunderstood
In recognition of Chris Crawford?s GDC 2011 lecture, his first GDC speaking appearance since he claimed ?games are dead? in 2006, Patrick Dugan explores why the game designer
02.27.11 | News | Patrick Dugan | 16 Number of Comments 
GDC 2011: An Epidemiologist's View Of World Of Warcraft's Corrupted Blood Plague
At GDC 2011, epidemiologist Nina Fefferman recounted the Corrupted Blood Plague epidemic in World of Warcraft from 2005, and how even a virtual disease showed instances of "courage, fear and suspicion."
02.27.11 | News | Kris Graft | 15 Number of Comments 
Analysis: The Difficulty With Difficulty
Gamasutra editor-at-large Simon Parkin explores how difficulty in video games has been scaled in recent years -- comparing the likes of Dead Space 2 and Deathsmiles to classic '80s titles Defender and Pac-Man.
02.24.11 | News | Simon Parkin | 18 Number of Comments 
Telltale Rebooting Sierra's King's Quest, Confirms Puzzle Agent Sequel
Episodic adventure game publisher Telltale Games says it will be reviving a Sierra's popular PC adventure game series King's Quest, also confirming a sequel to last summer's Puzzle Agent.
02.17.11 | News | Kyle Orland | 9 Number of Comments 
Telltale Working On Adaptations Of Fables, Walking Dead Graphic Novels
Episodic adventure game specialists Telltale Games have announced new projects based on Fables and The Walking Dead graphic novels, to be published by Warner Bros. Interactive.
02.16.11 | News | Kyle Orland | 3 Number of Comments 
DICE 2011: The Gamasutra Coverage Round-Up
Gamasutra rounds up its extensive on-site coverage of last week's DICE Summit 2011, which included talks from companies like Polyphony Digital, BioWare, Zynga, NPD, 5th Cell and more.
02.13.11 | News | Staff |  
This Week In Video Game Criticism: The Will Of The Silent Protagonist
This week, our partnership with game criticism site Critical Distance brings us picks including a look at the power of the silent protagonist to an analysis of player agency via Quick-Time Events.
02.09.11 | News | Ben Abraham |  
Full Reactive Eyes Entertainment: Incorporating Quick Time Events into Gameplay
An analysis of the QTE from its genesis in the Laserdisc games of the '80s through Shenmue's surprising revitalization of the concept and on to contemporary explorations of the form, from God of War to Heavenly Sword.
02.08.11 | Feature | tim rogers | 28 Number of Comments 
In-Depth: Scare Tactics - How Horror Games Have Evolved Their Controls
In this Gamasutra analysis, Jeffrey Matulef takes a look at how horror games have evolved their controls, including examples from the Resident Evil, Doom and Silent Hill series.
02.07.11 | News | Jeffrey Matulef | 12 Number of Comments 
Dead Space 2 To Receive Button Remapping For Disabled Players
Visceral Games is adding customizable controls to the PC version of its space thriller Dead Space 2 after a disabled player told of his disappointment at not being able to play the game properly.
02.07.11 | News | Mike Rose | 15 Number of Comments 
Interview: Rolando Creator Simon Oliver On Okabu's Journey To PSN
Gamasutra talks to Simon Oliver of Rolando creator HandCircus, who is now targeting PlayStation Network with the cloud-flying heroes of 'Okabu', a co-op puzzle-platformer set in a colorful toy box world.
01.26.11 | News | John Polson |  
The New Theory Of Horror: Dead Space 2's Creative Director Speaks
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
01.23.11 | Feature | Kris Graft | 5 Number of Comments 
Dead Space 2's Bagwell On 'Disempowerment,' Engineering Fear
Dead Space 2's Wright Bagwell tells Gamasutra why making players feel "helpless" through clunky Resident Evil-style controls wasn't the approach his
01.23.11 | News | Staff | 25 Number of Comments 
Nintendo 3DS Launching For $249, March 27 In U.S.
Nintendo of America president Reggie Fils-Aime confirmed a $249.99 price point and a March 27 release date for the 3DS handheld in the U.S., along with titles including a 3DS version of Zelda: Ocarina of Time.
01.18.11 | News | Chris Morris, Kris Graft | 27 Number of Comments 
Confident Fils-Aime Touts Nintendo 3DS Mass Market Appeal
Nintendo's Reggie Fils-Aime touted the 3DS as more than just a 3D gaming device, adding that the $250 handheld is "mass market ready, right off the bat," Gamasutra editor-at-large Chris Morris reported from New York.
01.18.11 | News | Chris Morris | 21 Number of Comments 
Analysis: I Don't Know What Came Over Me - Game Characters And Their Controllers
In this column, writer Jeffrey Matulef takes a look at the relationship between playable characters and their controllers, with examples from Deadly Premonition and Uncharted 2.
01.16.11 | News | Jeffrey Matulef | 5 Number of Comments 
Critical Reception: Capcom's Ghost Trick
This week's edition of Critical Reception examines online reaction to Capcom's Nintendo DS adventure game Ghost Trick: Phantom Detective, which reviews praise as being "exciting" and "well-written."
01.11.11 | News | Danny Cowan | 1 Number of Comments 
The Burger Speaks: An Interview With An Archmage
An in-depth interview with Rebecca Heineman, better known as "Burger", national Space Invaders champion, veteran of Interplay, brain behind the cult classics Tass Times, Wasteland, and Bard's Tale III.
12.26.10 | Feature | Matt Barton | 9 Number of Comments 
Creating A Glitch In the Industry
Stewart Butterfield, Flickr co-founder, turns his attention toward the online game market with Glitch, an entirely new title that delivers what he views is an experience unlike anything yet launched, and he here explains why.
12.16.10 | Feature | Christian Nutt | 8 Number of Comments 
Exclusive: Behind The Scenes Of Splinter Cell: Conviction
In this excerpt from Game Developer magazine, Ubisoft Montreal discusses how restarting development on Splinter: Cell Conviction both hindered and aided the final version of the game.
12.13.10 | News | Staff | 14 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! XI
Gamasutra's design columnist and noted consultant Ernest Adams returns with his perennial reader-favorite column, devoted entirely to exploring the design foibles of games, so designers of the future can avoid making the mistakes of the past.
12.01.10 | Feature | Ernest Adams | 62 Number of Comments 

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