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Gamasutra Classics: Behind the scenes of Tom Clancy's Rainbow Six
by Staff
[05.18.12]
The Red Storm-developed Tom Clancy's Rainbow Six may have sparked a new line of big-budget tactical shooters following its launch in 1998, but that initial title came from some very modest roots.
Console/PC , Production , Exclusive
How a mod put three-year-old Arma 2 on top of Steam's charts
by Mike Rose
[05.18.12]
Arma 2 developer Bohemia Interactive has seen "a tenfold increase in Arma 2 sales" this month, thanks to the launch of the Day Z zombie mod. Bohemia's Marek Spanel discusses why mod support is so important.
Console/PC , Business/Marketing , Exclusive
What Jenova Chen doesn't like about video games
by Staff
[05.18.12]
In a new Gamasutra interview , Thatgamecompany co-founder and Journey creative director Jenova Chen shares the major weakness he sees in the industry's approach to its audience.
Console/PC , Indie , Design , Exclusive
Could digital sales also be contracting?
by Matt Matthews
[05.18.12]
Having previously looked at the retail game market decline, Gamasutra analyst Matt Matthews delves into digital game sales, and discusses the possibility that there is some contraction occurring.
Console/PC , Social/Online , Smartphone/Tablet , Business/Marketing , Exclusive
How you can use metrics to predict when players will quit
by Christian Nutt
[05.17.12]
In a new Gamasutra feature, Innova's Dmitry Nozhnin writes how he applied analytics to MMO Aion to predict with 90-plus percent accuracy when players would churn out -- but there's one surprising caveat to that.
Social/Online , Programming , Business/Marketing , Exclusive
Wrack devs pump old-fashioned fun back into the 'drab' FPS genre
by Mike Rose
[05.17.12]
Brad Carney, developer of Doom -inspired Wrack , says his game is an alternative to modern, realistic first-person shooters that "take themselves way too seriously."
Console/PC , Indie , Business/Marketing , Exclusive
Flash, Facebook lead social developer tech survey
by Patrick Miller
[05.17.12]
Social developers weigh in on what they use -- and what they want to use -- in the May 2012 issue of Game Developer magazine, with a continued focus on Flash complemented by a new trend toward Unity.
Social/Online , Smartphone/Tablet , Programming , Art , Audio , Design , Production , Business/Marketing , Exclusive
The ins and outs of God of War 's 'interlinked' art and technology
by Christian Nutt
[05.17.12]
In a new interview, Sony Santa Monica art director Chris Sutton talks to Gamasutra about how there's no separating the technology and aesthetic of the series -- and how art and tech teams work together.
Console/PC , Programming , Art , Exclusive , E3
How Indiana Jones Adventure World 's core game mechanics target Facebook players
by Patrick Miller
[05.16.12]
"We like to think that Indiana Jones Adventure World was one of the first Zynga games with consequences," writes lead designer Seth Sivak in a new Game Developer magazine postmortem.
Social/Online , Programming , Art , Audio , Design , Production , Business/Marketing , Exclusive
As the middle market falls out, game retail collapses
by Matt Matthews
[05.16.12]
Gamasutra analyst Matt Matthews illustrates a "sustained contraction across a period of several months" at U.S. and UK retail. What have been the driving factors?
Console/PC , Business/Marketing , Exclusive , E3
With S.T.A.L.K.E.R. 2 dead, its developers turned to multiplayer games to survive
by Tom Curtis
[05.16.12]
After the sudden closure of STALKER 2 developer GSC Game World, its developers formed Vostok Games, a studio that's turned its gaze to the multiplayer realm for a new beginning.
Console/PC , Design , Business/Marketing , Exclusive
As IPO looms, Facebook confronts its game addiction
by Chris Morris
[05.15.12]
As more companies commit money to Facebook games, it could becoming increasingly reliant on revenue from outside parties. So what does Facebook's upcoming IPO mean for the games industry?
Social/Online , Business/Marketing , Exclusive
Diablo III 's real money Auction House was driven by design team, says director
by Staff
[05.15.12]
"We never make business decisions outside of the game development team," Blizzard's Jay Wilson , director on the newly-launched Diablo III , told Gamasutra in a feature interview.
Console/PC , Design , Business/Marketing , Exclusive
Want to user test properly? Write a script
by Staff
[05.15.12]
As part of today's feature on user testing , researcher Ben Lewis-Evans offers some helpful feedback for smoothly running sessions: greet your subjects with a script.
Console/PC , Design , Business/Marketing , Exclusive
When digital dies, where does that leave game preservation?
by Brandon Sheffield
[05.15.12]
When online games shut down, they could be lost forever. Game Developer magazine editor-in-chief Brandon Sheffield argues that the industry seems determined to lose its history.
Console/PC , Business/Marketing , Exclusive
Serious Sam 's latest indie outing grew into more than marketing
by Brandon Sheffield
[05.14.12]
Serious Sam Double D: XXL was meant to be part of the marketing campaign for a retail release of a new Serious Sam game. But it grew into something larger, developer Nathan Fouts tells Gamasutra.
Console/PC , Indie , Design , Production , Business/Marketing , Exclusive
When not to become a game designer, according to Diablo III lead Jay Wilson
by Staff
[05.14.12]
In a new Gamasutra interview , Diablo III director Jay Wilson identifies exactly who shouldn't go into design -- and pinpoints exactly what he thinks a designer's job should be.
Console/PC , Design , Exclusive , Recruitment
Annual U.S. game retail could hit six-year low in 2012
by Matt Matthews
[05.14.12]
"Should the contraction from 2011 continue at this pace, annual U.S. retail video game revenue in 2012 could fall below the $12.6 billion figure from 2006," says Gamasutra analyst Matt Matthews.
Console/PC , Business/Marketing , Exclusive , E3
Gamasutra Classics: The Making of Diablo II
by Staff
[05.11.12]
Twelve months of exhausting crunch: That's what it took for Blizzard North to finally get Diablo II into players' hands, says Erich Schaefer, in a Gamasutra feature postmortem from 2000.
Design , Exclusive , History
Opinion: Draw something uncertain
by Jamie Madigan
[05.11.12]
Psychology plays a key role in smart game design, and Gamasutra contributor Jamie Madigan explores this principle by discussing how a player's confidence in making predictions affects their overall behavior.
Smartphone/Tablet , Design , Exclusive