by Mike Rose [10.30.13]
A variety of developers with plenty of experience in the field of motion controls give Gamasutra insight into how studios should go about tackling the space. Devices discussed include Kinect, Leap Motion and PlayStation Move.
by Christian Nutt [10.16.13]
In this interview, conducted shortly after GDC Europe concluded, Tale of Tales discuss letting creativity and collaboration rule game development while leaving behind the ties to the games that inspired them in the past.
by Chris Harvey [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
by Christian Nutt [09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
by Ian Bogost [09.05.13]
While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. Game designer, critic and academic Ian Bogost takes a look back at the 2002 original GameCube version.
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
by Leigh Alexander [08.16.13]
The grunge music movement usurped the big-haired incumbents during the 1990s. Will a similar supersession play out in the culture of video games? Leigh Alexander offers thought-provoking commentary, originally presented at the Nine Worlds Convention in the UK.
by Christian Nutt [08.14.13]
A conversation with Splinter Cell Blacklist creative director Maxime Béland and lead writer Richard Dansky about how triple-A creatives struggle to tell meaningful stories in a difficult medium.
by Christian Nutt [08.06.13]
Director Yusuke Hashimoto and producer Atsushi Inaba are determined to make Bayonetta 2 better than the original -- and talk about working with Nintendo, combat design, and what being an independent developer means.