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May 22, 2019
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GCAP: Double Fine's Martz On Taking The Strange Paths
What does the game industry have in common with the wildlife of Australia? Double Fine's Nathan Martz has an idea, urging Game Connect Asia Pacific attendees to be bold, diverse and different.
10.17.10 | News | Saul Alexander |  
Flying With Four Engines: Tim Schafer On Double Fine's New Mission
The head of the idiosyncratic development studio Double Fine on post-Brutal Legend life, and how splitting the company into four teams might just be the best decision he's ever made -- for both business and creative.
10.15.10 | Feature | Christian Nutt | 8 Number of Comments 
Postmortem: Dejobaan Games' Aaaaa! -- A Reckless Disregard for Gravity
Indie developer Dejobaan Games discusses what went right and what went wrong creating IGF 2010 finalist Aaaaa! -- and the choices that made the game unique.
09.22.10 | Feature | Ichiro Lambe,Dan Brainerd,Leo Jaitley | 19 Number of Comments 
Analysis: Paradoxes In Dark Messiah Of Might & Magic
Writer Tom Cross analyzes the importance of physics, physicality and "weight" in a game, rejoicing in how Arkane's Dark Messiah of Might & Magic gets an overlooked -- but quintessential -- element right.
09.19.10 | News | Tom Cross | 8 Number of Comments 
A Complex Journey: Ninja Theory's Enslaved
Ninja Theory co-founder Tameem Antoniades on balancing story and gameplay while working with a Hollywood scriptwriter, and how the idea that a game must have one unique selling point is an illusion.
09.17.10 | Feature | Christian Nutt | 27 Number of Comments 
In-Depth: Pitchford On How Gearbox Got To Own Duke Nukem Franchise
After the surprise announcement of Duke Nukem Forever's return, Gearbox CEO Randy Pitchford reveals to Gamasutra that the devel
09.05.10 | News | Chris Morris | 14 Number of Comments 
Opinion: Love, It's Working - Meaning And Action In Games
Gamasutra's Christian Nutt looks at the way games use interaction and escapism -- with real-world parallels -- to see what actions can be meaningful, and what kinds drill down to meaningless button-presses.
08.26.10 | News | Christian Nutt | 32 Number of Comments 
Agile Game Development With Scrum: Teams
In this extract from his recent book, certified Scrum trainer Clinton Keith discusses the best composition of teams in Agile work environments -- a wealth of knowledge of what processes to establish and which pitfalls to watch out for.
08.26.10 | Feature | Clinton Keith | 6 Number of Comments 
Games With The Power To Offend: Surviving And Stoking Controversy
Developers, execs and PR talk some of gaming's top controversies -- from Six Days in Fallujah to Resident Evil 5 -- how they handled them, and how they might be avoided in the future.
08.24.10 | Feature | Michael Thomsen | 20 Number of Comments 
Opinion: StarCraft II And The Art Of Single-Player Storytelling
Writer Tom Cross parses out the complex blend of narrative and gameplay elements in Starcraft II for Gamasutra -- how are the characters and conversation related to the gameplay, and does it work well?
08.11.10 | News | Tom Cross | 17 Number of Comments 
Postmortem: Tale of Tales' The Path
Tale of Tales' Michal Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
07.22.10 | Feature | Michael Samyn,Auriea Harvey | 8 Number of Comments 
Round-Up: Gamasutra Network Jobs, Week Of July 9
In a plentiful week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Respawn Entertainment, BioWare Austin and more.
07.08.10 | News | Leigh Alexander |  
State Of The Point-and-Click Art
The graphical adventure genre has some life in it yet, and here experienced contemporary developer Andrew Goulding turns his experiences with PlayFirst's Avenue Flo and Emerald City Confidential, as well as his own Jolly Rover, into salient design rules.
07.07.10 | Feature | Andrew Goulding | 9 Number of Comments 
Interview: Creating Dungeons & Dragons For Microsoft Surface
A team of CMU students made waves when they released a Microsoft Surface-compatible Dungeons & Dragons interface. Gamasutra talks to former team producer Michael Lewis about the project's challenges and development.
07.06.10 | News | Chris Remo | 3 Number of Comments 
Mortal Kombat's Boon: Hardcore Reputation Hinders Sales In Fighting Game Genre
"There's not a very huge audience for the really complex [fighting] games, and sales numbers kind of demonstrate that," Mortal Kombat co-creator Ed Boon told Gamasutra in a recent interview.
07.05.10 | News | Kris Graft | 13 Number of Comments 
Buser: PlayStation Home Model Is 'Quite Profitable'
PlayStation Home director Jack Buser tells Gamasutra that "every mature virtual item we have ever created has been profitable," adding that the service is something the industry "is still wrapping its head around."
06.30.10 | News | Kris Graft | 8 Number of Comments 
Q&A: Krome's Steve Stamatiadis On Following His Retro Dreams
Krome Studios co-founder Steve Stamatiadis talks to Gamasutra about his classic-influenced, Atari-published 2D XBLA and PSN title Blade Kitten, and shares thoughts on the state of the current generation.
06.22.10 | News | Christian Nutt | 1 Number of Comments 
Round-Up: Gamasutra Network Jobs, Week Of May 28
In an exciting week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Insomniac, Sledgehammer, and more.
05.27.10 | News | Staff |  
Analysis: Memento Mori - Half-Life 2: Episode Two & Game Death
In the latest in his series of looks about how little moments of death can move us, Andrew Vanden Bossche examines a subtle, out-of-the-way scene in Valve's shooter Half-Life 2: Episode Two.
05.25.10 | News | Andrew Vanden Bossche | 6 Number of Comments 
The Sony Situation: SCEA's Rob Dyer Speaks
SCEA SVP Rob Dyer talks exclusive DLC deals, publisher relations, how he views the motion controller marketplace, and the state of the troublesome PSP.
05.21.10 | Feature | Christian Nutt | 8 Number of Comments 
This Week In Video Game Criticism: The Chaos Of The Digital/Real Photo Rings
In this week's compilation of inspired game writing, Ben Abraham looks at similarities between Chaos Rings and The World Ends With You, Metacritic as a symptom, and telling the difference between digital game and real faces.
05.19.10 | News | Ben Abraham |  
Analysis: Purposes for Randomization in Game Design
In a Gamasutra analysis, John Harris looks at how randomization of game elements -- popular in Roguelikes -- works to draw in the player and provide greater amounts of replayability.
05.17.10 | News | John Harris | 8 Number of Comments 
The Relocation Game
Is moving across the world for a new job worth it? Four developers who changed countries to change jobs weigh in on the pros and cons as well as reasons for and opportunities presented by the moves they made.
05.10.10 | Feature | 26 Number of Comments 
Action Adventure Level Design: Kung Fu Zombie Killer
Veteran designer and Tomb Raider creator Toby Gard explains how to enhance the reality and player interest of even a very basic game's design, with a level design case study of the awesomely named Kung Fu Zombie Killer.
05.07.10 | Feature | Toby gard | 6 Number of Comments 
Round-Up: Gamasutra Network Jobs, Week Of May 7
In an exciting week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at Bethesda, Playfish, and many more.
05.06.10 | News | Staff |  

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