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September 18, 2018
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Updates » GD Mag Exclusive
Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
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.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

The making of Star Wars: Shadows of the Empire GDMag Exclusive 5
by Mark Haigh-Hutchinson [10.21.15]
The renewed Star Wars hoopla has us remembering how excited we were when we were when this N64 classic was released. Here's an in-depth postmortem that ran in a 1997 issue of Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The making of Far Cry 2 GDMag Exclusive 1
by Clint Hocking [10.21.15]
'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from Game Developer magazine. In honor of the game's release 7 years ago today, we're republishing the article in full.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive, GD Mag

Classic Postmortem: Ensemble Studios' Age of Empires GDMag Exclusive 9
by Matt Pritchard [10.15.15]
The seminal RTS Age of Empires was released 18 years ago today. This piece from a 1998 issue of Game Developer magazine outlines the development of the game.
GD Mag Exclusive

Classic Postmortem: Double Fine's Psychonauts GDMag Exclusive  
by Caroline Esmurdoc [08.17.15]
In honor of the classic game's tenth anniversary this week, we present the unedited Game Developer magazine postmortem of Double Fine's mind-bending platformer Psychonauts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Don't miss: Our in-depth postmortem of the original Crackdown GDMag Exclusive 2
by Phil Wilson [08.05.15]
This 2007 postmortem of one of the Xbox 360's first surprise hits takes a candid look at the development of the original game in the franchise, shared again just in time for the debut of its third title at Gamescom.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive

More dirty coding tricks from game developers GDMag Exclusive 7
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

A basic history of BASIC on its 50th birthday GDMag Exclusive 6
by John Szczepaniak [05.01.14]
This classic Game Developer magazine feature celebrates the anniversary of the BASIC language by asking its creators about its inception, history, and influence on the game industry.
Console/PC, Programming, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

How arcade games have come, gone, and could come again GDMag Exclusive 4
by Nolan Bushnell [04.22.14]
In this classic Game Developer magazine column, Nolan Bushnell explains why arcade machines failed and how location-based video games could still thrive in the age of online technology.
Console/PC, Social/Online, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Apogee Software: When the sultans of shareware went retail Exclusive GDMag Exclusive  
by Alexander Antoniades [04.08.14]
In this reprint from the February 1995 issue of Game Developer magazine, editor-at-large Alexander Antoniades describes Apogee Software's attempt to move beyond shareware development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Best of 2013: Programmer, interrupted GDMag Exclusive 19
by Chris Parnin [12.26.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches.
Programming, GD Mag Exclusive

Raising stakes in the next-gen publisher-developer relationship GDMag Exclusive 1
by Peter Molyneux [12.19.13]
In this classic Game Developer magazine column, Peter Molyneux breaks down the many ways that developers can effectively fund development at the dawn of a new generation of consoles.
Console/PC, Indie, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

When tales wag the dog: How narrative can help or hurt your game GDMag Exclusive 1
by Noah Falstein [12.10.13]
In this classic Game Developer magazine column, industry veteran Noah Falstein examines when it's appropriate to invest your time in telling a good story, and when it's better to leave well enough alone.
Console/PC, Design, GD Mag Exclusive, GD Mag

Madame Bovary, the Gritty Triple-A Experience GDMag Exclusive 1
by Matthew Wasteland [11.21.13]
In this humor column reprinted from the December 2009 edition of Game Developer magazine, Matthew Wasteland reminds us of some of the creative baggage triple-A games have yet to leave behind.
Console/PC, Design, GD Mag Exclusive, GD Mag

From concept to retail in three months: the making of Deer Hunter GDMag Exclusive  
by James Boer [11.19.13]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller.
Console/PC, Programming, Production, GD Mag Exclusive, GD Mag

If we pitched food the same way we pitched games GDMag Exclusive 3
by Matthew Wasteland [11.01.13]
In this humor column reprinted from the October 2011 issue of Game Developer magazine, Matthew Wasteland shares how sometimes a very simple core concept can become lost.
Design, GD Mag Exclusive, GD Mag

On designing a game to outlive you GDMag Exclusive 11
by Chris Crawford [10.29.13]
In this editorial from the June 1997 issue of Game Developer magazine, Chris Crawford bemoans industry shortsightedness, suggesting it might be better to plant oaks than short-lived weeds.
Console/PC, Design, GD Mag Exclusive, GD Mag