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May 23, 2019
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Game Design Essentials: 20 Mysterious Games
Following three previous charts, Gamasutra's 'Game Design Essentials' series looks at the design lessons from titles in which 'the player must solve mysteries' - from finding secrets to wrestling with algorithmically generated content.
01.14.08 | Feature | John Harris |  
The Designer's Notebook: Ten Years Of Great Games
To celebrate Gamasutra's seminal 'The Designer's Notebook' turning ten this month, veteran game lecturer/designer Ernest Adams highlights the games of the last decade that "showed great imagination, contained important innovations, or left a lasting legacy" - from Starcraft to Rock Band.
11.26.07 | Feature | Ernest Adams | 5 Number of Comments 
Postmortem: Vicious Cycle Software's Dead Head Fred
Originally, Vicious Cycle's PSP-exclusive action title Dead Head Fred was intended to be a GameCube title, before morphing into a head-swapping 'brain in the jar' game, and in this exclusive postmortem, the developers explain what went right and wrong in the game's genesis.
11.08.07 | Feature | Eric Peterson,Wayne Harvey,Mike Pearson,Dave Ellis | 1 Number of Comments 
Postmortem: Vicious Cycle Software's Dead Head Fred
Originally, Vicious Cycle's PSP-exclusive action title Dead Head Fred was intended to be a GameCube title, before morphing into a head-swapping 'brain in the jar' game, and in this exclusive postmortem, Defining Games: Raph Koster's Game Grammar
Areae president Raph Koster is perhaps best known as a designer of Ultima Online and the previous CCO of Sony Online Entertainment, and in this in-depth Gamasutra interview, he discusses his views on 'game grammar', the uniting of MMOs and online worlds, and the software patent problem.
10.19.07 | Feature | Brandon Sheffield |  
The Philosophy of a Ninja: Tomonobu Itagaki Speaks
Famous for being unimpressed with competitors' games, Team Ninja's Dead Or Alive and Ninja Gaiden creator Tomonobu Itagaki is a game design iconoclast with an uncompromising viewpoint, which he shares in this wide-ranging Gamasutra interview, the first he's ever "specifically directed at other developers."
10.01.07 | Feature | Christian Nutt |  
Game Design Essentials: 20 Open World Games
The second in Gamasutra's 'Game Design Essentials' series looks at the roots and design lessons of 'open world games' - titles in which the player "is left to his own devices to explore a large world" - from Adventure through Metroid to Grand Theft Auto.
09.26.07 | Feature | John Harris | 6 Number of Comments 
Game Design Essentials: 20 Difficult Games
Starting Gamasutra's new 'Game Design Essentials' series, John Harris looks at the surprising design lessons derived from a selection of the 20 most difficult games ever released, from Defender through Super Monkey Ball to Wetrix.
08.23.07 | Feature | John Harris |  
The State Of Korea: Console Games
Following his earlier look at the bustling South Korean PC gaming market, journalist Nick Rumas turns his attention to the country's console prospects, revealing exclusive data on the burgeoning nation's Sony past and... Nintendo future?
08.14.07 | Feature | Nick Rumas |  
Of Chimps And Chiefs: An Interview With Alex Seropian
From blockbusters like Halo, to small independent titles like Stubbs the Zombie, Wideload Games' Alex Seropian has done it all, and in this Gamasutra interview he talks about the company's 'political party game', Hail to the Chimp, XBLA plans, outsourcing, and more.
08.13.07 | Feature | Brandon Sheffield |  
Warner Bros, Sidhe To Create Speed Racer Game
To coincide with the forthcoming Wachowski-directed film, Warner Bros. Interactive has announced a Speed Racer game to come to PS2, Wii and the DS in 2008, with Gripshift developer Sidhe set to create the console versions of the title.
08.07.07 | News | Brandon Boyer |  
The History Of Activision
Nowadays, Activision is a massive worldwide publisher, responsible for Tony Hawk and Guitar Hero. But it all started with just four game developers leaving Atari in 1979, and Gamasutra presents a history of the first ever third-party publisher, with insight from company co-founder David Crane.
07.30.07 | Feature | Jeffrey Fleming |  
H&G: Mechner, Dille On Crossing The Digital Divide
At a Hollywood & Games panel session, speakers including Prince Of Persia creator Jordan Mechner and Chronicles Of Riddick writer Flint Dille discussed how voice, writing, and film talent can cross the digital divide into games. [ALSO: 06.26.07 | News | Brandon Sheffield, Staff |  
Angel in Disguise: An Interview With Rockstar San Diego's Alan Wasserman
In the first San Diego Studio Tour piece, Gamasutra sat down for a rare interview with Alan Wasserman, Rockstar San Diego's director of product development (Midnight Club series, Table Tennis), discussing the benefits of the company's mystique, open-world game design, and Rockstar's future.
06.22.07 | Feature | Brandon Sheffield | 1 Number of Comments 
How Killing People With My Dad Improved Our Relationship
Veteran animator Erik Van Pelt explains how playing video games with his own father has improved their relationship, from Asteroids to Battlefield 1942 and beyond, in this personal Gamasutra feature.
06.14.07 | Feature | Erik Van Pelt |  
Persuasive Games: Designing For Tragedy
In his latest Persuasive Games column, Ian Bogost looks at the controversial V-Tech Rampage Flash game, which deals with the Virginia Tech tragedy, asking: "If V-Tech Rampage offers an example of an unsophisticated, negligent take on the tragedy, what would a thoughtful, conscientious one look like?"
06.13.07 | Feature | Ian Bogost | 3 Number of Comments 
Down the Hyper-Spatial Tube: Spacewar and the Birth of Digital Game Culture
Gamasutra is proud to be partnering with the IGDA's Preservation SIG to present features covering each of the first ten games voted into the Digital Game Canon, beginning with a detailed history of the 1961 mainframe-based shooter Spacewar, seen as arguably the first ever video game.
06.01.07 | Feature | Jeffrey Fleming |  
Blogged Out: 'Married To Games'
In his latest 'Blogged Out' column, veteran UK writer Jim Rossignol takes a look at the world of developer blogging with views on art and Marriage, allegations of corruption in EVE Online, and one brave soul questing his way through the enti
05.31.07 | News | Jim Rossignol |  
Propagation of Visual Entity Properties Under Bandwidth Constraints
How does an MMO move its player characters naturally, despite the problem of lag and bandwidth constraints when interacting? Cado, who worked on MMO Saga Of Ryzom, explains some of the techniques he used to make real-time interaction seem as smooth as silk.
05.24.07 | Feature | Olivier Cado | 1 Number of Comments 
Release This: MLB 07 Strikes U.S. PS3s; Japan Cheered By Ouendan 2
Gamasutra's "Release This!" takes a look at every game title we know to be shipping to stores this week, as MLB 07: The Show and Shrek 3 hit the U.S., Europe gets a taste of Raw Danger!, and Japan cheers on Ouendan 2 - exclusiv
05.13.07 | News | Danny Cowan |  
Ray Tracing: A Japanese Game Market Expose With Ray Nakazato
Feelplus' president Ray Nakazato (Lost Odyssey) talks to Gamasutra about the business of games from a Japanese perspective, revealing exclusive insights on titles from Ninety Nine Nights to the Sakaguchi-helmed RPG, and beyond.
05.07.07 | Feature | Brandon Sheffield | 1 Number of Comments 
Nintendo Sweeps 2006 Famitsu Game Awards
Top Japanese game publication Famitsu has revealed the winners of its 2006 awards honoring the top games and companies of the year, with Nintendo taking top honors, and Pokemon tying with Final Fantasy for game of the year.
04.22.07 | News | Brandon Boyer |  
Havok Your Way: An Interview with Havok's Jeff Yates
Gamasutra speaks to Havok exec Jeff Yates about the company's physics solution (as used in Half-Life 2, Dead Rising, & MotorStorm) its new animation SDK and Behavior tool, and the challenges of PS3 and Xbox 360 cross-platform development.
04.16.07 | Feature | Brandon Sheffield |  
The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004)
Gamasutra presents part three in contributor Matt Barton's extensive look at the history of computer role-playing games, this time exploring the years from 1994 to 2004. Part one, covering 1980-1983, and part two, covering 1985-1993, are also available.
04.11.07 | Feature | Matt Barton | 6 Number of Comments 
Playing Catch Up: Mutant League Football's Michael Mendheim
Today's Playing Catch-Up talks to Michael Mendheim, creator of Electronic Arts' Mutant League Football, discussing his storied career, from the alternative sports classic through HyperBlade, Battletanx, the unfinished Four Horsemen Of The
03.21.07 | News | Alistair Wallis |  

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