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Features » Console/PC
A History of Gaming Platforms: Atari 2600 Video Computer System/VCS 44
by Matt Barton, Bill Loguidice [02.28.08]
Gamasutra's A History of Gaming Platforms series - following the Apple II, C64 and Vectrex - continues with a look at the seminal Atari 2600, the undisputed star of the early console rush - at least until the Great Crash of 1984.
Design, Production, Product Reviews, Console/PC

Nine Paths To Indie Game Greatness 8
by david marsh [02.26.08]
The rise of the independent gaming movement is a vital one, and in this in-depth article, game development veteran Marsh showcases nine methods that indies are using to develop games with fewer resources.
Design, PC, Console/PC

Expressing The Future: Tetsuya Mizuguchi 5
by Christian Nutt, Brandon Sheffield [02.15.08]
Q Entertainment's Tetsuya Mizuguchi is best known for titles spanning Space Channel 5 to Lumines, and following the release of Rez HD for XBLA, Gamasutra quizzed him in-depth on the game's significance and the future of gaming.
Design, Interview, Console/PC

Stories From The Sandbox 19
by Neil Sorens [02.14.08]
In this in-depth design article, veteran game designer Sorens examines the 'sandbox game' genre, advocating - with plenty of practical examples - that "designers can and should do more to exploit... player-generated stories".
Design, PC, Console/PC

Designing Games That Are Accessible To Everyone 13
by Eitan Glinert [02.13.08]
In this Gamasutra feature, AudiOdyssey co-developer Glinert explains why usability and accessibility are vital for creating tomorrow's hits, focusing on design principles for targeting and satisfying the disabled gamer.
Design, Production, Console/PC

The History of Dragon Quest 4
by Kurt Kalata [02.04.08]
While Final Fantasy can grab a lot of the limelight, the Dragon Quest/Warrior games make up one of the most important RPG franchises of all time - Gamasutra goes in-depth to chart the series' more than 20-year design evolution.

Understanding The Fun of Super Mario Galaxy 11
by David Sirlin [02.01.08]
In this in-depth critique, game designer David Sirlin (Super Street Fighter II Turbo HD Remix) analyzes Nintendo's Super Mario Galaxy, discussing what it did right - and what it could do better - in creating its 'polished, beautiful' game world.
Design, Console/PC

Gamasutra's Best Of 2007 7
by Simon Carless, Brandon Boyer, Christian Nutt, Leigh Alexander [12.31.07]
Compiling Gamasutra's happy multitude of end-of-year charts published over the last couple of weeks, including Top Developer, Trends, Poignant Game Moments, and more, we also reveal our Top Game of 2007 and compile reader comments.
PC, Console/PC, Indie

Innovation in Casual Games: A Rallying Cry 2
by Juan Gril [10.11.07]
Casual games are sometimes criticized for 'lack of innovation' , but in this exclusive Gamasutra opinion piece, game designer Juan Gril compares classic arcade games to today's casual market, arguing for a blend of incremental and radical innovation to move the sector forward.
Design, PC, Console/PC, Indie

Analyze This: Are Game Publishers Late To The (Wii and DS) Game?  
by Howard Wen [08.30.07]
In the latest 'Analyze This' feature, we asked notable game analysts from IDC, Wedbush Morgan and GamerMetrics to name the publishers have capitalized the best - and fared the worst - following the swift rise of Nintendo's Wii and DS consoles to the top of the game hardware charts.
Production, Console/PC