Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 2, 2014
arrowPress Releases
September 2, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Social/Online
EVE Online: The Next Steps 13
by Christian Nutt [03.11.11]
Running a game with a powerful and engaged fanbase is tough, and improving it and making it more accessible while attracting new users is even tougher -- and in this interview, EVE Online lead designer Noah Ward explains how he balances these influences.
Design, Interview, Social/Online

Global Video Games Investment: China, Online, Mobile Ascendent 3
by Tim Merel [02.22.11]
Tim Merel, managing director of investment bank Digi-Capital, takes a look at the present and future state of the market and makes predictions about the direction and size of the global video game market between now and the near future -- information that could guide your company.
Business/Marketing, Social/Online, Smartphone/Tablet

Bill Roper: Making MMOs Work Again 21
by Christian Nutt [02.14.11]
In this extensive interview conducted at GDC China, Bill Roper, former design director of Cryptic Studios, discusses what he sees as the broken model of MMO development in the West, and explores the negative reaction gamers had to Cryptic's Star Trek Online and Champions Online.
Business/Marketing, Design, Programming, Production, Interview, Social/Online

Gaming The New Era Of Facebook 14
by Paul Hyman [02.09.11]
Can new developers find success in the post-notifications era of Facebook? We've got three resounding affirmatives from two developers and a consultant, and we explore their paths in this Gamasutra feature.
Business/Marketing, Design, Social/Online

Bill Roper: Reflections on Hellgate 26
by Christian Nutt [02.07.11]
In this extensive interview conducted at GDC China, Bill Roper, former developer of Hellgate: London, sifts through the aftermath of that doomed project and reflects on mistakes made, community reaction, and how decisions get made in games.
Business/Marketing, Design, Production, Interview, Social/Online

A Philosophy That Extends Eastward: Social Games Zynga-Style 19
by Christian Nutt [02.04.11]
In this extensive interview, the general manager of Zynga Beijing expands on the company's creative philosophy - rely on metrics, not on what game designers think is "cool" or creative, and always serve the users.
Design, Interview, Social/Online

Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

The Era Of Behaving Playfully 18
by Michael Thomsen [01.19.11]
How can incorporating real-world behavior change the fundamental play of games? The developers behind games that delve into this question, such as The Sims 3, SpyParty, and Facade, answer this question.
Design, Interview, Social/Online

Adobe Vs. Unity: The Future Of 3D Web Games 40
by Paul Hyman [01.12.11]
As Adobe marches towards a Q2 launch for its Molehill, the 3D version of Flash, developers must decide whether to aim for that, Unity 3D, or an in-house solution -- Gamasutra investigates.
Business/Marketing, Design, Programming, Interview, Social/Online

The Genre Blender: Experiments In Social Gameplay 10
by Stephen Dewhurst [01.04.11]
A team at Carnegie Mellon's Entertainment Technology Center launched a project to determine how to get multiple game genres -- racing, first person shooter, and puzzle -- to blend into one socially competitive experience, and here present the results of that experiment.
Design, Student/Education, Social/Online