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Interview with American McGee by John McLean-Foreman [07.25.01] American McGee, creator of American McGee's Alice, discusses his dark and often morbid take on Lewis Carol's Alice in Wonderland and the mixed reactions he receives from the public. McGee also shares his views game linearity and the in's and out's of balancing storyline with action.


Interview with Black Isle Studios' Feargus Urquhart
by Tramell Issac [06.11.01] Feargus Urquhart has been in the making video games for 10 years, and all of that time at Interplay. He was promoted to being an associate producer in early 1994. For the next couple of years I produced titles for the PC, Mac, 3DO, NES, SNES, Game Boy, Sega Genesis, Sega 32x, and the PSX. In this article, Urquhart shares some of the lessons he's learned over the years, discusses Black Isle's development strategies, and makes some suggestions for the future.

Interview with Minh Le by John McLean-Foreman [05.30.01] In this article, John McLean-Foreman interviews Minh Le, creator of Counter-Strike. In the interview, Le discusses some of the lessons he learned during the production of Counter-Strike. Le also shares his views on multiplayer games in general, his reaction to Counter-Strike's two GDC Awards and his future at Valve.

Brian Moriarty on Text RPG's and Skotos Tech by Ernest Adams [04.09.01] Recently a new company called Skotos Tech was founded with the explicit aim of making text roleplaying commercial again, while bringing it to a wider audience than the MUD community alone. That's a tall order, but last October they had the good fortune to sign up one of the world's most famous game designers, Brian ("Professor") Moriarty. Here, Ernest Adams asks Brian how Skotos Tech is going about it.

An Interview with Epic Games' Tim Sweeney by John McLean-Foreman [04.06.01] Gamasutra recently caught up with Epic's Tim Sweeney at the Game Developers Conference. Here, John McLean-Foreman talks with Sweeney about Unreal Tournament, his experience at GDC, and his favorite games.

Indie Games Follow-up: The Class of 2000 by Damon Brown [01.05.01] Whether or not an independent development team can make it in the high-stakes game industry depends on talent, perseverance, and a little luck. Damon Brown updates us on the whereabouts of the last year's Independent Games Festival finalists, examining how the festival affected them and where the games and their creators stand today.

Interview: Tim Larkin, Audio Director at Cyan by Aaron Marks [02.07.00] What does a guy who's worked with greatness like Ella Fitzgerald, Mel Torme, James Brown, Tony Bennett, Lou Rawls and Huey Lewis do in the game industry? Why, anything he wants, of course. As a composer, sound designer and player, Tim Larkin is credited currently with over 15 games including many in the Carmen Sandiego series, Dr. Suess, Arthur, Rugrats, Quest for Glory V, Prince of Persia III, JRR Tolkien’s Middle Earth and Riven.

Interview: Assaf Gavron and Oosh Adar of Filter Sound by Aaron Marks [12.09.99] Assaf Gavron and Oosh Adar, the dynamic duo who comprise Filter Sound in Tel Aviv, have furnished sound for seven games and many other multimedia and musical projects. Not only are they extraordinary people, but their can-do attitude and motivation to go to the ends of the earth for great sound have won them several industry accolades. Interview by Aaron Marks.

Interview with Joey Kuras by Aaron Marks [10.15.99] Find out about this Kung Fu fighting sound man, who has worked on projects like Messiah, Tony Hawk's Skateboarding, and Wheel of Time.

Interview With Jamey Scott by Aaron Marks [10.01.99] Ever wonder what it's like to be a one-man audio show? Jamey Scott is a premier audio designer, and is perhaps best known for his recent work on The Journeyman Project III: Legacy of Time. Come eavesdrop while Aaron Marks chats with him in his studio.

Interview with id's Graeme Devine by Simon Carless [09.17.99] With a game development career that stretches back over twenty years, Graeme Devine has been behind some of the most successful games of all time. Carless catches up with Devine and finds out how things are going at his new digs in Mesquite.

Interview with Jon Holland by Aaron Marks [06.04.99] Jon Holland is a music composer of boundless creative energy. He is in constant motion, whether creating music for his latest game project, Baseball 2000 or physically en route to another wondrous destination on the globe. He also happens to be one of the highest paid composers in the industry.

Interview with Doug TenNapel by Simon Carless The creator of Earthworm Jim, discusses the reasons behind the success of his games, the new movie he's creating and his partnership with Steven Spielberg’s Dreamworks Interactive games. [04.02.99]

GDC '99 Interview: Louis Castle of Westwood [3.19.99]

GDC '99 Interview: David Perry of Shiny Entertainment [3.19.99]

GDC '99 Interview: 1st Annual Independent Games Festival winners, Singularity Software [3.19.99]

GDC '99 Interview: Susan Lewis, Game Agent [3.19.99]

Interview with Tommy Tallarico by Aaron Marks [03.12.99] One of this industry's most successful music composers, Tommy Talarico, offers advice about drafting business contracts, making a name for yourself, and the possibility of a game music category at the Grammys.

Gama TV Interviews Chris Taylor Chris Taylor is an industry veteran who has created such games as Hardball II, 4D Boxing and TriplePlay Baseball. His latest project was Total Annihilation, a game which muscled it's way into a crowded market of real-time strategy games with 3D terrain and units. Recently Chris founded Gas Powered Games where he is busy designing his next game due out in spring of 2000. [03.12.99]

Interview with Jez San Argonaut founder Jez San has been around the game development industry for years, dating back to classics like StarFox for the SNES. More recently San has been hard at work on an upcoming Dreamcast title, Red Dog. Here's an peek at what this veteran developer is currently up to, and what he thinks of the new Sega hardware. [02.26.99]

Designer's Notebook: Interstate'76 and the Principles of Harmony by Ernest Adams. In an interview with Interstate'76 designer, Sean Vesce, Ernest discovers what can make driving a car on screen such a harmonious experience and how you can capture a similar feeling in your games as well. [01.15.99]

Interview with Toby Gard by David Jenkins. Toby Gard was responsible for the design and original concept of Tomb Raider. These days, Gard and Tomb Raider's lead programmer Paul Douglas are on the verge of another huge commercial success. [10.23.98]

Interview with Fredrik Liliegren from Digital Illusions by Simon Carless. The CEO of Scandinavian-based Digital Illusions discusses Motorhead, 3D engines, and what he's been eating around the office. [06.26.98]

Interview: "It's funny... But we actually own the trademark to the word Messiah™!" by Robin Ward. In this candid interview with Gamasutra, David Perry, president of Shiny Entertainment, tell us how he got involved in game development, why Shiny's games are unique, and what it takes to become a "Legend of Game Design."  [05.01.98]

Life After Twitch: An Interview with Margo Nanny by Gloria Stern. Gamasutra talks to noted designer, educator and CGDC presenter Margo Nanny about her experiences in teaching children through gameplay. [04.24.98]

Interview with Louis Castle About Westwood's Blade Runner by Gloria Stern [02.20.98] Executive Producer Louis Castle talks with Gamasutra on the challenges of reinterpreting one of sci-fi's greatest movies into one of 1998's hottest games.

Interview with id's Kevin Cloud by Alex Dunne [01.23.98] id Co-Owner/Project Director/Artist discusses the "id"-eology of everything from the creation of Quake II's textures and models to the implementation of successful project management.

Discussing Multiplayer Online Games with Digital Arcana's Jeffrey Sullivan by Gloria Stern [12.19.97] In this interview with Digital Arcana's Jeffrey Sullivan, Gamasutra examines multiplayer online worlds, their characters and the people who build them.

Interview: Battle.net Defines Its Success by Barbara Walter
An Interview with Blizzard's Director of Business Development. [11.28.97]

Interview with Gary Grigsby, Developer of SSI's Steel Panthers
by Alex Dunne [06.19.97]
Vintage interview with the programmer of Steel Panthers, one of the premier game designers in the military strategy game genre, and make of one of 1995's hottest games.

Mark Shander Show, The by Mark Shander Download Real Audio and listen to Mark interview Ripcord Games producer Grant Collier. [06.19.97]

Mark Shander Show, The by Mark Shander A Real Audio interview with Lance Rose, game industry attorney and author of the book NETLAW. [06.19.97]

 


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