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October 15, 2013
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Beware the 'Genius Game Designer' GDMag Exclusive 26
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

Why ambient sound matters to your game GDMag Exclusive 2
by Rob Bridgett [10.02.13]
In this reprint from the April 2007 issue of Game Developer magazine, Rob Bridgett engages sound designers to enrich the ambient sound of their games.
Design, GD Mag, GD Mag Exclusive

Do you want your game to do everything or do one thing very well? GDMag Exclusive 2
by Damion Schubert [09.30.13]
In this reprint from the October 2012 issue of Game Developer magazine, Damion Schubert encourages devs to evaluate the comparative merits of designing a game with breadth or depth in mind.
Design, GD Mag, GD Mag Exclusive

What it was like to 'go indie' in the 90s GDMag Exclusive 4
by Susan Lewis [09.26.13]
In this reprint from the August 1998 issue of Game Developer magazine, industry agent Susan Lewis offers advice for burgeoning independents -- and plenty of it remains true today.
Design, GD Mag, GD Mag Exclusive

Stuck on that creature design? Here are some helpful techniques GDMag Exclusive 2
by Hayden Duvall [09.25.13]
In this reprint from the March 2003 issue of Game Developer magazine, Hayden Duvall lays out some tips and tricks for getting the character artist juices flowing.
Design, Art, Console/PC, GD Mag, GD Mag Exclusive

Mapping the lessons of psychology to game design GDMag Exclusive 8
by Jason VandenBerghe [09.20.13]
In this reprint from the May 2012 issue of Game Developer magazine, Jason Vandenberghe draws connections between the 'Big 5' psychological motivations and their corresponding goals in game design.
Design, 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