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Building the World of Reckoning
by Christian Nutt
[02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business, Game Design, Visual Art, Interview
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Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine
by Frank Cifaldi
[02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business, Game Design, Interview
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Finnish Experiments, American Nightmare
by Brandon Sheffield
[01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business, Game Design, Interview
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Talking the Future of Minecraft
by Christian Nutt
[01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business, Game Design, Interview, Indie
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Games That Can't Be Duplicated: Arc System Works' Ishiwatari Speaks
by Christian Nutt
[01.23.12]
The mind behind the Guilty Gear series speaks to Gamasutra about what he sees as the future of the idiosyncratic fighting game developer, saying, "I want it such that the fighters we make can't be duplicated by overseas developers."
Business, Game Design, Interview
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The Trouble with Typecasting: Starbreeze, Syndicate, and the Future
by Christian Nutt
[01.20.12]
His studio grabbed the industry's attention with The Chronicles of Riddick -- an immersive, atmospheric, and adventures first person game that has become the go-to title for "better than the movie it's based on," and Starbreeze CEO Mikael Nermark discusses if the studio is in danger of being pigeonholed.
Business, Interview
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Choplifter: From 1982 to 2012
by Frank Cifaldi
[01.13.12]
In this extensive new interview, Dan Gorlin, the creator of the 1982 Apple II classic tells the story of its original development, ruminates on the PC game scene of the 1980s, explains why the '90s reboot failed, and discusses why the new Choplifter HD is the first reboot to work.
Business, Game Design, Interview
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Why Are Racing Developers Heading to the PC?
by Paul Hyman
[01.12.12]
The racing genre is changing shape, as developers of titles like Split/Second (Black Rock) and Blur (Bizarre Creations) are shuttered -- and now move toward the PC as the new platform of choice. Gamasutra investigates.
Business, Interview
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Ken Levine on the Storytelling Craft of BioShock Infinite
by Dennis Scimeca
[01.09.12]
The creative director of Irrational Games explains why he's personally directing the acting between the two game leads, Booker and Elizabeth, for his upcoming sequel, and what he's learned over the course of working with the actors and the game script.
Game Design, Interview
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A 30 Year Fantasy: The Story of Falcom's Resurgence
by Christian Nutt
[01.06.12]
Falcom isn't Japan's most prestigious or most successful development studio, and the company's president admits that the Tokyo-based studio doesn't have any big name developers -- but in this interview, he outlines how staying true the the studio's roots has led to a renewed enthusiasm from fans.
Business, Game Design, Interview
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