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Features » Console/PC
EA Goes Free-To-Play: Battlefield Heroes' Producer Speaks 18
by Christian Nutt [03.31.08]
Electronic Arts is changing things up with Battlefield Heroes, a free-to-play, ad/microtransaction powered whimsical take on Battlefield - DICE's Ben Cousins explains the potential risks and rewards.
Design, Production, Interview, Console/PC

Games Demystified: Super Mario Galaxy 11
by Jeremy Alessi [03.27.08]
Want to see how Mario Galaxy created its unique gravity-based physics effects for the in-game planets? Developer Alessi analyzes and reproduces the same concepts with a playable game prototype and source code.
Design, Programming, Console/PC

Resolve Your Resolves  
by Holger Gruen, Jon Story [03.26.08]
In this in-depth technical article, Gruen & Story examine anti-aliasing in games, explaining how you can reduce 'jaggies' in your PC title, and save frame-rate, by using many less post-processing passes.
Design, Programming, Art, PC, Console/PC

Still Alive: Kim Swift And Erik Wolpaw Talk Portal 1
by Brandon Sheffield [03.25.08]
Kim Swift and Erik Wolpaw are the lead designer and lead writer of Valve's Portal, a game you may have heard of - and in this Gamasutra interview, they go into detail on the game's creation, director's commentary, and, uh, 'time to crate'.
Business/Marketing, Design, Interview, PC, Console/PC

N+: Beyond The Postmortem 9
by Brandon Sheffield [03.21.08]
What's it like getting a game onto Xbox Live Arcade? N+ creators Raigan Burns and Mare Sheppard of developer Metanet - and Nick Waanders, president of XBLA N converters Slick Entertainment - don't mince words in this discussion of the service.
Business/Marketing, Design, Production, Interview, Console/PC

A Japanese RPG Primer: The Essential 20 32
by Kurt Kalata [03.19.08]
The Japanese role-playing game is a surprisingly important genre for developers to study - both in terms of gameplay and storytelling, and Gamasutra presents an 'Essential 20' explaining and chronicling the top JRPGs of all-time.
Design, Console/PC

Designing Filmic Games: Paul O'Connor And The Bourne Conspiracy 2
by Christian Nutt [03.14.08]
How do you design a triple-A, next-generation cinematic gaming experience based on someone else's ideas? Gamasutra talks to High Moon Studios VP Paul O'Connor about The Bourne Conspiracy and crafting smart adaptations.
Design, Production, Interview, Console/PC

A Human Work: Denis Dyack On What Games Need 5
by Brandon Sheffield [03.10.08]
In this in-depth Gamasutra interview, the Silicon Knights founder (Too Human) talks about story mythology in gaming, the role of 'directors' in the game business, and why - ultimately - it's better for your game to be late than bad.
Design, Interview, Console/PC

Connecting Communities, Redefining Xbox Live: Chris Satchell On XNA 1
by Christian Nutt [03.07.08]
Microsoft's major announcement at this year's GDC was the launch of Xbox Live Community Games - but how will it work? Gamasutra quizzed XNA general manager Chris Satchell on this, Zune game creation, and a host of other topics.
Design, Interview, PC, Console/PC

The State of PlayStation Network: John Hight Interviewed 5
by Brandon Sheffield [03.04.08]
Sony's PlayStation Network has provided some stand-out digital games, from Everyday Shooter to fl0w, and Gamasutra talks to SCEA's first-party PSN exec about the company's philosophy towards fostering 'signature' indie developers.
Interview, Console/PC