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October 22, 2020
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Let's Talk About Touching: Making Great Touchscreen Controls 31
by tim rogers [02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of ZiGGURAT and TNNS, explores the possibility space.
Design, Indie, Smartphone/Tablet

Making the Move to HTML5, Part 2 5
by David Galeano, Duncan Tebbs [02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming, Social/Online

Defender's Quest: By the Numbers, Part 2 23
by Lars Doucet [02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing, Design, Indie

Drafting a Social Media Handbook Policy for Developers 13
by Preeti Khanolkar [02.19.13]
Big companies have recently gotten into hot water by trying to govern employee social media use -- but the right way to do this is even more complicated than you might expect, so Gamasutra presents this article, written by an attorney, to help put you on the right track.

Proteus: A Trio of Artisanal Game Reviews 27
by Ian Bogost [02.15.13]
What is Proteus? How can it be appreciated? Setting aside the ongoing debate on whether or not it's a game, Noted academic and developer Ian Bogost here presents three reviews as three lenses through which to approach and appreciate it.

The Rise of the Mobile Collectible Card Game 14
by Christian Nutt [02.14.13]
Rage of Bahamut was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design, Interview, Social/Online, Smartphone/Tablet

Storyboarding for Games User Research 5
by Pejman Mirza-Babaei, Lennart Nacke [02.13.13]
You can do user testing, and that can generate massive volumes of data -- but how can you feed that data back down to the team in a helpful way? Game user researchers Mirza-Babaei and Nacke discuss a useful storyboarding technique.

The Writer's Job: If Breaking Bad Became a Game... 24
by Susan O'Connor [02.12.13]
In this article, experienced game writer Susan O'Connor explores what a writer brings to the creative process, by analyzing hit TV series Breaking Bad -- as though she were in the kick-off meeting for its game adaptation.

Postmortem: zGames' Pong World 5
by Chris Howard, Tanya Aulachynskaya, Artyom Vorobyov [02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of Pong World, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Beyond MUDs: Kate Flack on Designing Ultima Forever 7
by Brandon Sheffield [02.08.13]
Can moral choices actually teach us about who we are, and can online RPGs ever break the bounds of text-based MUDs? Lead designer Kate Flack hopes that the answers to both of these questions are "yes," as she discusses the latest Ultima game with Gamasutra.
Design, Interview, Social/Online