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20 Years of Mana: Secret of Mana's Enduring Influence 20
by Douglas Wilson, Christian Nutt [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Postmortem: Resident Evil 4 8
by [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive

Postmortem: Pangalore's Knightly Adventure 3
by [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet

What Lies Beyond: Doorways in Gaming 4
by [06.10.13]
How the door affects the human mind, and how games have used that transition in the past.
Design, Art, Console/PC


ADC Best in Apps free contest deadline is Oct 15  
by Staff [10.14.13]
Developers have until October 15 to submit their app for free to be considered for the ADC Best in Apps contest. Each app submitted will receive a free ADC Expo Pass promo code.
Audio, Business/Marketing, Design, Programming, Production, Art, Social/Online, Smartphone/Tablet

Blog: Inside the IndieCade selection process Exclusive 9
by Kris Ligman [10.11.13]
Gamasutra news editor and IndieCade juror Kris Ligman goes in depth about how festival submissions are evaluated, why some promising entries are turned away, and how you can get involved as a juror.
Audio, Design, Art, Indie, Exclusive

Q&A;: Sony Santa Monica's wayward son returns to a changed AAA landscape Exclusive 4
by Leigh Alexander [10.11.13]
Cory Barlog made his mark on the game industry by playing key roles in the God of War series. Now he's back at Sony Santa Monica, pondering the future of triple-A games.
Design, Art, Console/PC, Exclusive


Postmortem: The Blockheads  
by David Frampton [10.12.13]
Made by one guy, The Blockheads is a labor of love with millions of downloads and a passionate fan base. This postmortem reveals how it came to life, along with sharing important lessons learned along the way.
Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet

New 3D Models - October 11 2013  
by Syndicate Alpha [10.11.13]
3D Models from my project, Destrium. All content is the sole copyright of Syndicate Alpha Software & is not to be duplicated or published without permission.
Design, Art, Console/PC, Smartphone/Tablet

How the IndieCade jurying process works 9
by Kris Ligman [10.11.13]
You slaved over that application, submitted on time, and you still don't understand the festival's decision. As a two-time IndieCade juror including one of this year's "super jurors," allow me to demystify a bit of IndieCade's selection process.
Audio, Design, Art, Indie


Let's Take A Look In The Mirror  
by Koen Deetman [10.09.13]
Feedback is one of the most important things when developing games. In all of my games I tried to take all the feedback seriously and iterated on that note.
Audio, Design, Production, Art, Indie