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April 7, 2020
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Features » Programming
The Transition to Concurrency  
by Kristian Dupont Knudsen [04.05.07]
For today's technical Gamasutra feature, Flux Studios co-founder Kristian Dupont Knudsen guides weary programmers into the practice of concurrency, outlining specific techniques, providing code examples, and more.

Llamas In Space: Catching Up with Llamasoft's Jeff Minter  
by Brandon Sheffield [04.04.07]
Gamasutra speaks to Llamasoft founder Jeff Minter about the upcoming Space Giraffe for Xbox 360, his work ethic, his involvement with the ill-fated Nuon 'console', and his pet sheep, in this in-depth interview.
Design, Programming, Art, Interview

Postcard from GDC: Nintendo Rethinks the Development Pipeline  
by Jill Duffy [03.15.07]
At the 2007 Game Developers Conference, Nintendo's Takeshi Shimada presented a revealing talk on the challenges of developing Brain Age: Train Your Brain in Minutes a Day, sharing his experiences with a developer audience.
Postmortem, Programming, Production

Embracing Fun: Why Extreme Programming is Great for Game Development  
by Bill Schofield [03.01.07]
Blue Fang Games' Bill Schofield advocates the usage of extreme programming - an Agile methodology designed to allow design iteration on the programming level - in this exclusive Gamasutra feature.
Design, Programming

SOE's Station Exchange - The Results of a Year of Trading 2
by Michael Zenke [02.07.07]
Sony Online has revealed fascinating results for its Station Exchange virtual item-selling service for EverQuest II, and Gamasutra presents an interview with SOE's John Smedley and a detailed synopsis of the company's White Paper.
Design, Programming

Question Of The Week: 2007 Resolutions  
by Brandon Boyer [01.15.07]
In Gamasutra's latest Question of the Week, we asked our audience of professionals to suggest their industry New Year's Resolution - one change the video game industry should effect in 2007.
Audio, Business/Marketing, Design, Programming, Production, Art

Mars Sucks - Can Games Fly on Google Earth?  
by Scott Crabtree, Omar Rodriguez, Mike MacPherson [12.28.06]
Three members of an Intel development team focused on PC gaming discuss the development, including source code, of "Mars Sucks," a conceptual prototype that attempts to infuse gameplay with Google Earth.
Design, Postmortem, Programming, Production

Binary Triangle Trees for Terrain Tile Index Buffer Generation  
by Chris Dallaire [12.21.06]
Programmer Chris Dallaire presents a new technique for generating index buffers that can be used when implementing discrete level of detail in terrain rendering, in this Gamasutra technical feature.

XNA In-Depth: Microsoft's Dave Mitchell Answers Our Questions  
by Brandon Sheffield [12.15.06]
Microsoft's Dave Mitchell reveals extensive details on the recently-launched XNA Studio Express and Creators Club, including IP rights, engine specifics, and Xbox 360 universal sharing plans, in this in-depth Gamasutra interview.
Audio, Business/Marketing, Design, Programming, Production, Art

Unified Design of Universally Accessible Games (Say What?)  
by Anthony Savidis, Dimitris Grammenos [12.07.06]
In a follow-up to The Theory of Parallel Game Universes, Dimitris Grammenos and Anthony Savidis detail their twice-practiced design theories behind Universally Accessible Games - games that can be played simultaneously by all players, regardless of physical handicap.
Audio, Design, Programming, Production, Art