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On Bringing Modern Warfare 2 To Life
by Chris Remo
[11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch.
[3]
Game Design, Visual Art, Interview
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Building Social Success: Zynga's Perspective
by Christian Nutt
[11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits.
[3]
Business, Game Design, Interview
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Valve's Writers And The Creative Process
by Kris Graft
[11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
[11]
Business, Game Design, Visual Art, Interview
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Sony's Software Strategy: Shuhei Yoshida Speaks
by Thomas Puha
[10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more.
[3]
Business, Game Design, Interview
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Ancients Reborn: Launching League of Legends
by Chris Remo
[10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more.
[4]
Business, Game Design, Interview
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The Design of StarCraft II
by Chris Remo
[10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics.
[23]
Business, Game Design, Interview
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Working by Torchlight
by Chris Remo
[10.23.09]
Runic Games' Travis Baldree and Max Schaefer talk to Gamasutra about next week's debut of PC action RPG Torchlight, plans for an MMO incarnation, launching into 2009's PC market, community empowerment, and essential design concepts for the action-RPG genre
[5]
Business, Game Design, Interview
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EA Takes Japan: An Interview With Rex Ishibashi
by Christian Nutt
[10.16.09]
Publishing giant Electronic Arts is getting aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there.
[3]
Business, Game Design, Interview
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The Illusions We Make: Gearbox's Randy Pitchford
by Chris Remo, Brandon Sheffield
[10.12.09]
Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's "been wanting to make for 10 years."
[8]
Business, Game Design, Interview
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