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Latest News
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April 3, 2013
 
Ask Gamasutra: What GDC 2013 meant to us [24]
 
The LucasArts you knew is no more [22]
 
Video: Raph Koster remembers his first (kind of adorable) game [2]
 
Play folk games on the fly with Tiny Games app
 
GDC Video: Making the Atari coin-op classic Crystal Castles [1]
 
Wargaming's expansion is relentless - and so far, it's working [5]
 
Listen to Fullbright, Harmonix and NYU from the GDC floor
 
Defender's Quest devs learn that a game's story must explain its mechanics
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Latest Features
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April 3, 2013
 
arrow Postmortem: Q-Games' Pixeljunk 4am [1]
 
arrow ANGELINA: The Computer Program that Designs Games [29]
 
arrow The Old Guard: An Interview with Tim Sweeney [16]
 
arrow Developing Meaningful Player Character Arcs in Branching Narrative [13]
 
arrow Sponsored Feature: YEBIS 2 Middleware to Power Next-Gen Games Worldwide [1]
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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