Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 20, 2014
arrowPress Releases
April 20, 2014
PR Newswire
View All





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


Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC

Behind the Scenes of the Paragon Studios Shutdown 31
by Chris Morris [04.10.13]
The 2004 MMO City of Heroes shut down late last year, but there was an abortive attempt by studio personnel to buy the game from publisher NCsoft and keep it running -- and Gamasutra brings you that story now.
Business/Marketing, Interview, Social/Online

The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved 55
by Array [04.08.13]
Building on his PhD research, Gamasutra's longtime columnist explores the ways in which game narrative is still problematic, testing theories and solutions, and offering potential suggestions based on years of research and thought.
Design

Why are We Still Talking about LucasArts' Old Adventure Games? 32
by Frank Cifaldi [04.05.13]
What was it about the environment at Lucasfilm Games during the golden age of its graphical adventure games in the 80s and 90s? Why are we still talking about those games today? We polled our development community.
Design, Interview, Console/PC, Exclusive, History

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

ANGELINA: The Computer Program that Designs Games 37
by Joe Martin [04.01.13]
Michael Cook of London Imperial's Computational Creativity Group has created an AI that can design its own games. As the tech forges ahead at a phenomenal pace, Joe Martin queries the underlying philosophy of it all.
Design

The Old Guard: An Interview with Tim Sweeney 17
by Brandon Sheffield [03.22.13]
Sometimes we reach greatness by standing on the shoulders of giants -- and anyone who has ever made a game with the Unreal Engine knows that Tim Sweeney is just such a behemoth. In this interview he folds forth on the present and future of 3D engines for high-powered games.
Business/Marketing, Design, Interview

Developing Meaningful Player Character Arcs in Branching Narrative 16
by Alexander M. Freed [03.21.13]
Can you deliver both choice and a character art that has depth and meaning in the same game? Alexander M. Freed, formerly of BioWare, explores the possibility space, drawing from examples from existing games and adding in his own ideas.
Design

Sponsored Feature: YEBIS 2 Middleware to Power Next-Gen Games Worldwide 1
by Silicon Studio [03.20.13]
Silicon Studio's YEBIS 2 remains the only middleware with physically based optics simulation that can provide post processing effects that take graphics to a whole new level of realism for current- and next-generation games on PC, console, handheld, mobile, or online platforms.
Sponsored Feature