The Design Challenges of Resistance 37 by Brandon Sheffield[07.04.11]
How do you construct designs which offer freedom but don't let the player ruin the game with overpowered weapons? What's more important -- playability or internal consistency? These questions, among others, are pondered in this interview with Insomniac's Cameron Christian.
The Solitary Creativity of Pixel3 by Christian Nutt[07.01.11]
An extensive interview with Cave Story developer Daisuke "Pixel" Amaya, in which he expounds on his inspirations, creative philosophy, and the thoughts and feelings which lead him to develop the 2004 indie game and, later, to work to have it ported to multiple platforms.
Design, Interview, Indie
Flying Into The Cloud12 by Kris Graft[06.23.11]
Gaikai and OnLive are often lumped together under the much-hyped label of "cloud gaming," but the two companies are notably different. Gamasutra speaks with executives from both companies to sort through OnLive and Gaikai's distinct approaches to the emerging space.