Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 30, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Features » Design
What Makes a Game? 109
by Keith Burgun [03.29.12]
Keith Burgun, founder and designer at 100 Rogues developer Dinofarm Games, argues that some video games are not "games" at all -- and posits a way to home in on the precise elements that make games engaging to players.

Sad But True: We Can't Prove When Super Mario Bros. Came Out 59
by Frank Cifaldi [03.28.12]
When did Super Mario Bros. first go on sale in the U.S.? You'd think this would be an easy thing to answer, but dig as deep as we did and you'll find more questions than answers.
Business/Marketing, Design

Rational Design: The Core of Rayman Origins 16
by Chris McEntee [03.27.12]
In this extensive design article, Chris McEntee, who worked on Rayman Origins as a designer at Ubisoft Montpelier, examines the company's core design philosophy and explores the techniques used to create the lauded platformer.

Inafune: The Hope of the Japanese Industry? 20
by Christian Nutt [03.23.12]
The outspoken creator and former Capcom R&D head offers more of his take on what's wrong with the Japanese industry, explains why he felt the need to found three separate companies, and discusses the future he hopes to help forge.
Business/Marketing, Design, Interview

Cognitive Flow: The Psychology of Great Game Design 33
by Sean Baron [03.22.12]
Microsoft Studios user experience researcher Sean Baron takes a look into the often discussed but rarely defined concept of "Flow," and offers a succinct definition and suggestions for implementing conditions to help players get into the zone.

Making an iOS Hit: Phase 2 4
by Jeremy Alessi [03.21.12]
In the second in his series, indie developer Jeremy Alessi writes about how he and the team behind his iOS game are pushing for it to become a success on the App Store -- with changes and stats inside.
Design, Smartphone/Tablet

Giving Your Players a Voice: Lessons from EVE Online 6
by Alexander Gianturco [03.15.12]
Alexander "The Mittani" Gianturco, chairman of the Council of Stellar Management -- EVE Online's player government -- writes here about the opportunities and dangers of enabling your player base to have direct representation and contact with the development team.
Business/Marketing, Design, Social/Online

The Generational Shift in Interactive Storytelling 36
by Marc Kleinhenz [03.12.12]
What's truly essential for telling a compelling story in a game context, and what should be jettisoned? Gamasutra speaks to celebrated game writers Ken Levine, Chet Faliszek and Erik Wolpaw, and Thomas Grip to find out.

Mass Effect 3's Creative Challenges 17
by Kris Graft, [03.02.12]
Executive producer Casey Hudson discusses the team's working methodologies and decision-making process for the highly-anticipated Mass Effect 3, revealing how the team hopes to squeeze out those last few Metacritic points they have left to obtain.
Design, Interview

Using Kinect for High Adventure 9
by Nick Adams [03.01.12]
Nick Adams, design manager on Blitz Games Studios' Puss in Boots explains how the game's sword fighting mechanics were made to work for a wide audience, and how conventional controller-style game design rules just don't apply when working for with motion controls.