Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 20, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Features » Interview
Making The Games He Wants To Make: The Jon Chey Interview 4
by Kris Graft [07.19.11]
Jon Chey, co-founder of BioShock developers Irrational Games, has now moved into indie development, founding new studio Blue Manchu Games. Here, he talks to Gamasutra about the reasoning behind the move, and his new game Card Hunter.
Business/Marketing, Design, Interview

Japan's Biggest Social Player Turns Its Eyes On the U.S.  
by Christian Nutt [07.15.11]
Gamasutra speaks to Naoki Aoyagi, CEO of GREE International -- the California-based branch of Japan's largest mobile social games network -- about the company's plans for the West and its view of the market.
Business/Marketing, Interview

Building a Better Deathmatch: Dan Bunting on Black Ops' Multiplayer 5
by Sterling McGarvey [07.11.11]
Call of Duty multiplayer lead Dan Bunting talks about Treyarch's development strategies regarding Black Ops maps, its DLC, and explains how the "turning point" during World at War's life cycle lead to the infrustracture that made Black Ops possible.
Design, Interview

How Sid Meier Civilized Social Gaming 20
by Christian Nutt, Kris Graft [07.07.11]
Renowned game designer Sid Meier tells Gamasutra how his traditional "find the fun" design philosophy can translate to the fast-paced, metrics-based world of social gaming, with his latest title, CivWorld.
Design, Interview

The Design Challenges of Resistance 3 7
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.
Design, Interview

The Solitary Creativity of Pixel 3
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

Peter Molyneux On Building The Future 5
by Christian Nutt [06.27.11]
The respected, effusive game developer Peter Molyneux speaks candidly about how Fable III didn't turn out to be all it could be, and how he hopes to reform production at Lionhead in advance of creating more games -- and juicy tidbits on Milo and more.
Business/Marketing, Design, Interview

Yu Suzuki At A Time Of Transition 15
by Brandon Sheffield [06.24.11]
Legendary game creator Yu Suzuki, soon to leave Sega, sits down with Gamasutra to take a look at the past and onward into the future -- taking in everything from '80s assembly programming to the possibilities he sees for new mobile and social platforms.
Business/Marketing, Design, Interview

Flying Into The Cloud 12
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.
Business/Marketing, Interview

Shadows Of The Damned And The Global Revamp Of Grasshopper Manufacture 3
by Christian Nutt [06.20.11]
Shadows of the Damned director Massimo Guarini speaks about the studio's new global synthesis of creativity and technology, why his personal vision fits better with a Japanese studio, and what we can expect from Grasshopper Manufacture in the future.
Business/Marketing, Design, Interview