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September 21, 2018
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Features » Interview
From Panzer To Draco: Yukio Futatsugi Speaks 6
by Brandon Sheffield [12.19.11]
Finding out about world building from one of the pioneers of creating rich, believable worlds: the creator of the Panzer Dragoon series, who is currently hard at work on a new game, Project Draco, for Xbox Live Arcade.
Design, Art, Interview

The Making Of Fez, The Breaking Of Phil Fish 18
by Simon Parkin [12.12.11]
The story of how the five-year development cycle behind the upcoming, IGF Award-winning Xbox Live Arcade title Fez took away the health and life of creator Phil Fish, and the lessons he learned from the protracted, difficult experience.
Business/Marketing, Design, Interview

An Engine For Assassination: IO's Tech Director Speaks 3
by Christian Nutt [12.09.11]
What goes into creating an engine that can drive the best in current-generation quality and go beyond? IO Interactive technical director Martin Amor speaks to Gamasutra about his work on the Glacier 2 engine, created for the upcoming Hitman: Absolution.
Business/Marketing, Design, Art, Interview

The Man Who Won't Leave Sega: Toshihiro Nagoshi  
by Christian Nutt [12.07.11]
The man behind the Yakuza series explains how he's fighting for his pride with his latest project, the sci-fi shooter Binary Domain, and why he can't see himself leaving Sega anytime soon, despite the flight of Japanese talent from big companies.
Business/Marketing, Design, Interview

The Evolutionary Process Of Building Rayman Origins 5
by William Audureau [12.05.11]
Rayman and Beyond Good & Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start, what's up with the BG&E sequel, and why he just can't get enthusiastic about the Mario series.
Design, Art, Interview

The 'Military Nut' Behind Devil's Third Takes Aim 6
by Christian Nutt [12.02.11]
Tomonobu Itagaki, the outspoken Ninja Gaiden developer, speaks about his ambitions for his PlayStation 3/Xbox 360 shooter Devil's Third, and sizes up the competition, explaining how he expects to get to the top of the genre eventually.
Business/Marketing, Design, Interview

The God King's Revenge: Building Infinity Blade II 3
by Christian Nutt [11.30.11]
Chair Entertainment co-founder Donald Mustard speaks about the development of the iOS mega-sequel, the need to stop crunching during development, learning from what fans want, and how Japan is beating the West in design.
Business/Marketing, Design, Interview, Smartphone/Tablet

Building A Fantasy World - The Art Direction Of Kingdoms of Amalur: Reckoning 12
by Christian Nutt [11.28.11]
Gamasutra recently spoke to Tim Coman, studio and project art director of Big Huge Games, about creating the game in concert with 38 Studios, working with Schilling and McFarlane, and the studio's philosophy toward art direction.
Design, Art, Interview

Where Are They Now? Tracking The Trajectories Of Classic Developers 26
by Rowan Kaiser [11.23.11]
Journalist Rowan Kaiser investigates what developers of classic games, from Richard Garriott to Brenda Brathwaite to Jane Jensen and John Carmack are up to, how they got there, and why some developers have disappeared from the industry entirely.
Business/Marketing, Design, Interview

A Pivotal Moment: Quantic Dream's de Fondaumire 4
by Christian Nutt [11.21.11]
Quantic Dream co-CEO Guillaume de Fondaumire explains precisely what happened with the global content ratings for Heavy Rain, why he thinks the system absolutely must change.
Business/Marketing, Design, Interview