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January 24, 2021
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Features » Production
Postmortem: RiverMan Media's MadStone 19
by Jacob Stevens [01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Indie

Postmortem: Mommy's Best Games' Weapon of Choice 7
by Nathan Fouts [01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
Design, Postmortem, Programming, Production, Indie

iLang Syne: A Guide To iPhone Game Development In 2009 11
by Jeremy Alessi [01.06.09]
Veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of making games for Apple's hit device.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Postmortem: Insomniac's Ratchet & Clank Future: Tools of Destruction 6
by John Fiorito [12.22.08]
Reprinting one of Game Developer magazine's most acclaimed 2008 postmortems, Insomniac exclusively details the creation of the iconic PlayStation 3 platformer Ratchet & Clank Future.
Business/Marketing, Design, Postmortem, Production

Game Developer's Top Deck 2008 13
by Gamasutra [12.11.08]
Gamasutra is proud to present, in association with Game Developer magazine, the Top Deck 2008 - the 52 individuals (plus 2 jokers!) who were most important to the game industry during 2008.
Design, Production, Indie

Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games 22
by Tim Hong [12.02.08]
How can you measure player reaction to games? From Half-Life 2 through Gears Of War, this Gamasutra article compares engagement levels via brain, heartrate, and temperature checks.
Design, Postmortem, Production

The Last Express: Revisiting An Unsung Classic 12
by Chris Remo [11.28.08]
Jordan Mechner's evocative 1997 adventure game The Last Express is a cult classic flop, but time-reversing Prince Of Persia inspiration - Gamasutra documents its fascinating genesis.
Design, Postmortem, Production, Interview

Postmortem: Tale of Tales' The Graveyard 3
by Michael Samyn [11.27.08]
In this postmortem of Tale Of Tales' thought-provoking art game The Graveyard, the creators detail what went right and wrong, revealing funding wins, download statistics, and more.
Business/Marketing, Design, Postmortem, Production, Art

Beyond Scrum: Lean and Kanban for Game Developers 14
by Clinton Keith [11.11.08]
If you've discovered the value of Scrum agile development while making your game, expert Clinton Keith outlines Lean and Kanban, two ways you can be agile during all phases of the game development process.
Audio, Design, Programming, Production, Art

Thinking With Portals: Creating Valve's New IP 8
by Jeep Barnett, Erik Wolpaw, Kim Swift [11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Design, Postmortem, Production, Game Developer Magazine, North America