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January 19, 2021
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Features » Social/Online
Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

The Era Of Behaving Playfully 18
by Michael Thomsen [01.19.11]
How can incorporating real-world behavior change the fundamental play of games? The developers behind games that delve into this question, such as The Sims 3, SpyParty, and Facade, answer this question.
Design, Interview, Social/Online

The Genre Blender: Experiments In Social Gameplay 10
by Stephen Dewhurst [01.04.11]
A team at Carnegie Mellon's Entertainment Technology Center launched a project to determine how to get multiple game genres -- racing, first person shooter, and puzzle -- to blend into one socially competitive experience, and here present the results of that experiment.
Design, Student/Education, Social/Online

CityVille Explained, Part 2 15
by Tadhg Kelly [12.29.10]
Concluding his much-linked article series on the success of Zynga's 70 million user CityVille, following Part 1, design veteran Tadhg Kelly draws further from his What Games Are blog to examine the social features, channels and takeaways from the game's success.
Design, Social/Online

CityVille Explained, Part 1 4
by Tadhg Kelly [12.28.10]
In the first of a two-part series, design veteran Tadhg Kelly draws from his What Games Are blog to explain the rise to power of Zynga's massively successful social game CityVille.
Design, Social/Online

Pursuing A New MMO Style 2
by Christian Nutt [12.20.10]
Nexon continues its assault on the Western market with a console-like PC MMO, Vindictus , which marries action gameplay with the microtransaction framework and online gameplay knowhow the Korean studio is most famous for -- and director Eun-Seok Yi explains it all to Gamasutra.
Business/Marketing, Interview, Social/Online

Creating A Glitch In the Industry 8
by Christian Nutt [12.17.10]
Stewart Butterfield, Flickr co-founder, turns his attention toward the online game market with Glitch, an entirely new title that delivers what he views is an experience unlike anything yet launched, and he here explains why.
Design, Interview, Social/Online

Revamping Character Creation In EVE Online 8
by Torfi Frans Olafsson, Arnar Hrafn Gylfason, Benjamin Bohn, Sveinbjörn Magnússon, Ásgeir Jon Ásgeirsson [12.09.10]
The popular MMO, which originally launched in 2003, has recently replaced its character creation system with an entirely new one, and here, CCP's senior staff takes Gamasutra readers on a tour of the concepts and methods that resulted in the soon-to-launch tool.
Design, Programming, Art, Social/Online

Peering At The Future: Jesse Schell Speaks 6
by Christian Nutt [12.03.10]
Educator and developer Jesse Schell sits down with Gamasutra to talk through the implications of his keynote speeches to the industry, as well as try and catch a glimpse of the future, as we sit at a crossroads of a tremendous number of technologies and audiences.
Business/Marketing, Design, Interview, Social/Online

Playing with Fire: Ethics and Game Design 12
by Michael Fergusson [12.01.10]
Social game developer Michael Fergusson takes a look at the ethics of using compulsive gameplay mechanics in the genre, suggesting that developers need to be more up front and players need to be more self-aware of the form and function of social play.
Design, Social/Online