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May 23, 2019
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Procedurally generating a narrative in Forest of Sleep
Ed Key and Nicolai Troshinsky of Twisted Tree Games are attempting to expand procedural generation into storytelling with their game Forest of Sleep.
11.23.15 | News | Phill Cameron | 2 Number of Comments 
Ten years later, Robbie Bach revisits Xbox 360's game dev legacy
Ten years after launching Xbox 360 and five years after walking away from the company, former Xbox chief Robbie Bach remembers lessons learned and the ups and downs of launching Xbox Live Indie Games.
11.19.15 | News | Alex Wawro | 7 Number of Comments 
Get a job: Finnish mobile studio Next Games seeks a Game Designer
Helsinki-based mobile game startup Next Games is looking to bring on an experienced game designer to take a senior role at the company, which is currently working on a game using The Walking Dead IP.
11.16.15 | News | Staff |  
Ron Gilbert: Episodic design is a bad fit for classic adventure games
Speaking to USGamer, Monkey Island co-creator Gilbert notes that episodic design is a bad look for point-and-click adventure games because (among other things) it constrains the game's scope.
11.08.15 | News | Alex Wawro | 5 Number of Comments 
Classic Postmortem: Guitar Hero
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
11.07.15 | News | Daniel Sussman & Greg LoPiccolo | 1 Number of Comments 
Telltale signs publishing deal with Jackbox Games
The Walking Dead and Minecraft Story Mode developer Telltale Games has joined forces with Jackbox Games to bring its multiplayer party title, The Jackbox Party Pack, to consoles.
11.02.15 | News | Chris Kerr |  
Classic Postmortem: Asheron's Call
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
11.01.15 | News | Toby Ragaini | 1 Number of Comments 
The chilling tale of the development of Costume Quest 2
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
10.28.15 | News | Gabe Cinquepalmi | 2 Number of Comments 
Unbound: An Ode to Wired Women
What do the classic RTS Homeworld and the modern mobile game 80 Days have in common? Fascinating female characters who develop a unique relationship with their means of transportation.
10.18.15 | News | Katherine Cross | 3 Number of Comments 
Get a job: Telltale Games seeks an experienced Graphics Engineer
Telltale Games (The Walking Dead) is looking for a Senior Graphics Engineer to work on its multiplatform Telltale Tool engine, which spans current-gen consoles, PCs, and mobile platforms.
10.13.15 | News | Staff |  
Postmortem: Inkle's 80 Days
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
10.13.15 | News | Jon Ingold & Joseph Humfrey | 3 Number of Comments 
The unlikely creative relationship behind Minecraft: Story Mode
How did Telltale and Mojang turn the ultimate sandbox game into a narrative adventure? By taking inspiration from stories that Minecraftplayers create...and from the movie Goonies.
10.08.15 | News | Richard Moss |  
Telltale pulls high-profile games from the App Store
Telltale Games has been forced remove a number of games from the App Store due to issues brought on by the release of iOS 9.
10.06.15 | News | Chris Kerr | 2 Number of Comments 
Want to write a better game? Try watching some TV
Remedy Entertainment's Sam Lake takes a break from making Quantum Break to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
10.04.15 | News | Alex Wawro | 9 Number of Comments 
Creating player paranoia through misdirection in I Can't Escape: Darkness
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
09.28.15 | News | Joel Couture | 1 Number of Comments 
Get a job: Be a QA Engineer at Telltale Games
The studio best known now for making Game of Thrones and The Walking Dead games is looking to hire quality assurance engineers to work alongside the team in Telltale's San Rafael offices.
09.27.15 | News | Staff |  
How working on gross, violent games can mess with developers
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
08.26.15 | News | Alex Wawro | 21 Number of Comments 
This Week in Video Game Criticism: The poetics of ragdoll physics
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
08.16.15 | News | Kris Ligman |  
With Ouya's demise, is the dream of the microconsole dead?
Does the demise of Ouya mean that open microconsoles are doomed now and forever? Gamasutra looks into what it'll take for such a device to take off.
08.12.15 | News | Kris Graft | 17 Number of Comments 
How Hollywood tackles VR: Lionsgate, Starbreeze, and WEVR collaborate
"John Wick," based on the new Keanu Reeves film of the same name, offers a glimpse of how mainstream-targeted VR projects will come together as the new platforms gear up to launch.
08.06.15 | News | Christian Nutt | 1 Number of Comments 
This Week in Video Game Criticism: From cat collection to Metal Gear codec calls
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the zen patience of Metal Gear Solid's codec calls to the feline indifference of mobile hit Neko Atsume.
08.02.15 | News | Kris Ligman |  
Telltale may not make games, but they do make magic
Warren Spector on what defines a game, with The Walking Dead dev as example: "I think of them as some sort of interactive experience (obviously), but does that mean 'game?' I don?t think so."
07.23.15 | News | Gamasutra Community |  
This Week in Video Game Criticism: Remembering Iwata
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from tributes to Nintendo's Satoru Iwata to what games can still learn from the field of photography.
07.19.15 | News | Kris Ligman |  
Developing Deus Ex: An oral history
15 years ago this week, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn more about how they developed it -- and what it did to them.
06.22.15 | News | Alex Wawro | 5 Number of Comments 
Starbreeze is staffing up and launching its own VR headset: StarVR
The parent company of Payday 2 developer Starbreeze Studios, is making moves that will see it gain new staff, new IP, and a new virtual reality headset prototype known as Project StarVR.
06.14.15 | News | Alex Wawro | 2 Number of Comments 

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