My Message close
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
 
arrow BIZ/MARKETING
Latest News
spacer View All spacer
 
January 14, 2013
 
U.S. video game hardware in 2012: Winners, losers and retirees [7]
 
Gas Powered bets it all on a new Kickstarter campaign [12]
 
GDC 2013 announces Spec Ops: The Line narrative, FTL design talks
 
How to launch an indie games bundle
 
Video: Developing games that make people healthier [1]
 
Video game industry leaders head to Washington [109]
 
Release This: DmC: Devil May Cry ships worldwide
 
Journey, The Walking Dead lead D.I.C.E. Awards nominations [2]
spacer
Latest Features
spacer View All spacer
 
January 14, 2013
 
arrow Games Everywhere: The Game Industry's Challenge for 2013 [5]
 
arrow The Storytelling Secrets of Virtue's Last Reward [7]
 
arrow Team Building with Mario and Luigi [13]
 
arrow Are Game Developers Standing Up for Their Rights? [31]
 
arrow Understanding Challenge [11]
spacer
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