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Latest News
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November 8, 2012
 
Jordan Mechner finds his cinematic rhythm with Karateka remake [2]
 
Game Developer magazine's Power 50: Business
 
Activision beats estimates by going big, focusing on retail hits [6]
 
New indie game incubator Execution Labs launches in Montreal [4]
 
Sony's online platforms boss retiring
 
Game Developer magazine's Power 50: Design [3]
 
Kim Swift and Airtight Games test out iOS with Pixld [4]
 
Natural Selection 2 rakes in $1M in a week
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Latest Features
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November 8, 2012
 
arrow Postmortem: Sony Bend Studio's Uncharted: Golden Abyss [1]
 
arrow Is Game Music All It Can Be? [31]
 
arrow The End of the Journey: One Indie Studio's Tale [21]
 
arrow The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule [4]
 
arrow The Tightrope Walk: Hitman Absolution, Freedom, and Realism [8]
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What We Do

Gamasutra's features section relies on game professionals for a large portion of its articles. For example, recent highlights have included Introversion's John Knottenbelt's article on indie gem Darwinia's network code, experienced coders Johannes Norneby and Tobias Olson on coding practices, and ACE Team delivering a postmortem of indie hit Zeno Clash.

Other notable pieces have included Fracture multiplayer lead Tim Ryan expounding on wikis, Gala Networks' PR master Julien Wera detailing just what goes into game PR, and Blue Castle level design director Josh Bridge picking apart exactly what makes a great cover shooter level -- the beating heart of Gamasutra is your submissions.

What We Want

Of course, that's where you come in. We want to hear your ideas for articles -- in any discipline -- and work to help you get them onto Gamasutra. This site was created to serve game professionals, and the best possible way to address that audience is when game professionals share their expertise.

Our audience is primarily comprised of readers who work professionally as game developers, in all disciplines, in the English-speaking world. Our audience ranges from fledgling indies to executives from major, triple-A studios. Businesspeople, educators, and aspiring developers read too.

Ready to speak to our audience? Our editorial staff is happy to help you in shaping, polishing, editing, and presenting your ideas; whether you have a draft, an outline, or even just a basic concept, please contact features director Christian Nutt.

Gamasutra is always particularly interested in postmortems of games that have been released on all platforms by all studios, as well as articles that concentrate on the major disciplines: programming, art, audio, design, and production. Game business articles are also welcomed.

Important Info

If you're interested in submitting, get your ideas together and send an email to Christian Nutt, the site's features director. Anything from a basic idea, to an outline, to a first draft is welcomed.

Gamasutra feature articles must be of at least 1500 words in length, though 2500 to 3500 is more the average, and some submissions top out at 5000 words or more.

Gamasutra requires a 30 day period of exclusivity from the date the article is published, but from that point forward you may do with it whatever you wish, and you retain the rights to your work.

UBM Tech