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October 27, 2013
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Some simple math for figuring out your game's audio budget GDMag Exclusive  
by Alexander Brandon [10.25.13]
In this reprint from the September 2005 issue of Game Developer magazine, Alexander Brandon shares some useful formulas for determining the audio budget of your game.
Design, GD Mag, GD Mag Exclusive

Free-to-play tips, from Triple Town's studio head GDMag Exclusive 10
by Dave Edery [10.22.13]
In this reprint from the September 2012 issue of Game Developer magazine, Spry Fox CEO Dave Edery expounds on the studio's successful F2P Triple Town.
Business/Marketing, Social/Online, GD Mag, GD Mag Exclusive

On trying to 'epic fail'-proof your game GDMag Exclusive  
by Steve Theodore [10.18.13]
In this reprint from the November 2010 issue of Game Developer magazine, technical art director Steve Theodore advises on the good intentions but occasional pitfalls of trying to plan for every eventuality.
Programming, Art, Console/PC, GD Mag, GD Mag Exclusive

Yes, you should understand code - even if you're not a programmer GDMag Exclusive 43
by Chris Hecker [10.16.13]
In this reprint from the May 2002 issue of Game Developer magazine, Chris Hecker suggests that all game designers should know how to code -- to even understand what a game is.
Design, Programming, Console/PC, GD Mag, GD Mag Exclusive

Insights into audio recording, from two voice directors GDMag Exclusive 1
by Jesse Harlin [10.15.13]
In this reprint from the November 2011 issue of Game Developer magazine, Jesse Harlin speaks with voice directors from LucasArts and Telltale for some industry insights.
Audio, Console/PC, GD Mag, GD Mag Exclusive

Beware the 'Genius Game Designer' GDMag Exclusive 28
by Matthew Wasteland [10.10.13]
In this reprint from the April 2010 issue of Game Developer magazine, Matthew Wasteland takes us inside the private devlog of that game industry menace, the Genius Game Designer.
Design, Console/PC, GD Mag, GD Mag Exclusive

In 2002, Warren Spector interviewed Sid Meier GDMag Exclusive 1
by Game Developer magazine [10.09.13]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another renowned game designer.
Design, GD Mag, GD Mag Exclusive

Art direction: A touching story GDMag Exclusive  
by Josh White [10.07.13]
In this reprint from the April 1998 issue of Game Developer magazine, Josh White outlines some best practices for keeping lines of communication clear and cordial in your art department.
Art, Console/PC, GD Mag, GD Mag Exclusive

Monsters from the Id: The Making of Doom 1
by [08.22.13]
From the very first (January 1994) issue of Game Developer magazine, this feature on Id Software paints a unique portrait of a legendary developer whose games would launch a genre.
Postmortem, Game Developer Magazine, History, GD Mag, GD Mag Exclusive

Intro to User Analytics 4
by [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Internal Indies 1
by [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Revisiting Android 1
by [05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 7
by [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive