Games from the Trash: The History of the TRS-80
by Dale Dobson
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Hey Baby, Do You Dyad? A Letter Series
by Quintin Smith, Leigh Alexander
Girl Game Critic, ambivalent about Dyad, meets Boy Game Critic, Dyad fan. What follows is their exchange of letters on the game, probably containing some insight on how people evaluate, understand and interpret games in the context of real life.
Waterfall Game Development Done Right
by Eric Preisz
When can Waterfall development work? And is Microsoft Project really useful? GarageGames CEO Eric Preisz tackles the question of when you should leave Agile to the side and go Waterfall -- and explains exactly how his company does it.
How Can Gameplay Allow Players to Get Creative?
by Eddy Léja-Six
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raider
by Christian Nutt
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for Heavenly Sword and Mirror's Edge, discusses.
Third Party Developers Take on the Wii U
by Kris Graft, Tom Curtis
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (Aliens: Colonial Marines), Ubisoft (ZombiU), THQ (Darksiders II), Straight Right (Mass Effect 3) and more to find out.
When Players Make the Rules: On Memes and the Meta-Game
by Nils Pihl
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like StarCraft II and Call of Duty: Modern Warfare encourage good and bad player behaviors.
Postmortem: State of Play's Lume
by Luke Whittaker
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie
7 Ways to Fail at Free-to-Play
by Aaron San Filippo
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Sponsored Feature: Democracy of Domination - Intel GPA Helps Unity Empower the Masses
by Intel Visual Computing
"For graphics performance, Intel GPA has a nice visualization timeline that lets me quickly drill down to the problematic part of a particular frame. That's very important," says Unity graphics architect, Aras Pranckevicius.