Peter Molyneux: Everything's Changing16 by Christian Nutt[09.28.12]
Former Lionhead boss Peter Molyneux spills the beans on his inspirations and discusses what's going on with the evolution of the triple-A console industry he abandoned when he left his post as Microsoft's European creative director.
Business/Marketing, Design, InterviewDeep Dungeon: Exploring the Design of Dark Souls58 by Robert Boyd[09.26.12]
Robert Boyd, designer of Cthulhu Saves the World and Penny Arcade's On the Rain-Slick Precipice of Darkness 3 carefully explores the design of the popular but often misunderstood action RPG hit.
DesignHow Resident Evil 6 Happens25 by Christian Nutt[09.21.12]
What goes into making a game like Resident Evil 6? In this interview, executive producer Hiroyuki Kobayashi, producer Yoshiaki Hirabayashi, and director Eiichiro Sasaki discuss this task at length, describing how the game was developed using an entirely new production methodology for the studio.
Design, InterviewMaking a Prototype of the Future: The Development of Immercenary8 by John Szczepaniak[09.19.12]
In the heady, early days of the FPS, new developers were trying new things -- and the story of Immercenary, an all but forgotten 3DO exclusive published by Electronic Arts, is one of a new studio, new ideas, and a direction different from the genre's current status quo.
Design, ProductionInafune's Onward March to Independence3 by Christian Nutt[09.18.12]
The former Capcom R&D head keeps Gamasutra abreast of his latest attitudes and approaches to running independent development from his Comcept studio -- as he works on Soul Sacrifice for the PlayStation Vita.
Business/Marketing, Design, InterviewStorytelling Without Stories: Writing for Infinite Replayability6 by Michael Thomsen[09.17.12]
What goes into writing for a game without a linear narrative? A lot, say Valve and Madden veterans, who explain the keys to writing for games which will be played again and again.
DesignThe Media Molecule Identity3 by Christian Nutt[09.14.12]
In this extensive interview with four of its developers, Gamasutra gets to the heart of what makes Media Molecule tick -- its focus on craft, its carefully maintained studio size, and finds out how Tearaway came into focus.
Design, InterviewGuerrilla Multiplayer Development5 by Ernest Woo[09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/TabletDevil May Cry: Born Again15 by Christian Nutt[09.07.12]
What goes into reimagining a franchise with a brand new developer -- on a different continent? Gamasutra speaks to the U.S. and Japanese producers about the creation of DmC, a UK-driven take on the demon-slaying franchise.
Design, InterviewThe Metrics of Space: Tactical Level Design17 by Luke McMillan[09.04.12]
What makes good level design? PhD and educator McMillan -- who's worked with Ubisoft to create a curriculum for game design -- examines how point of view effects players, showcasing a variety of gameplay scenarios which show different tactical choices players may be confronted with.
Design