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March 19, 2019
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Features » Interview
Activision And The Indies: How Does This Contest Work? 13
by Kris Graft [08.18.10]
The gaming megacorporation's indie competition was met by skepticism -- even cynicism -- from some corners, so Gamasutra sits down with Activision development SVP Laird Malamed to find out the real deal.
Business/Marketing, Design, Interview, Indie

Io Style: 'We Just Want To Entertain People' 4
by Christian Nutt [08.17.10]
Nils Jrgensen of Copenhagen, Denmark-based Hitman and Kane and Lynch series creator Io Interactive gives us a peek into the studio's creative processes -- what makes an Io game an Io game?
Business/Marketing, Design, Production, Interview

Putting the XCOM in XCOM 57
by Chris Remo [08.13.10]
2K Marin creative director Jonathan Pelling explains how the Canberra-based core team on the XCOM reboot hopes to keep the core feeling of the original '90s strategy game while updating the franchise with new core gameplay and for a new audience.
Design, Production, Interview

Building Civilization V 9
by Chris Remo [08.11.10]
Civilization V lead designer Jon Shafer takes us on a tour of the foundational strategy series' next episode -- which sees him taking the reins of development for the first time.
Audio, Design, Production, Art, Interview

Technology, Design: Rage 6
by Chris Remo [08.06.10]
Id's Matt Hooper goes in-depth on the design and tech considerations that have pushed the team into an entirely new way of working in this comprehensive interview about the company's 2011 PC and console game.
Design, Production, Art, Interview

Back To Basics With Mortal Kombat 7
by Kris Graft [08.04.10]
Original Mortal Kombat co-creator Ed Boon takes us behind the scenes of the classic franchise's deceptively complex resurrection, from 'fatality meetings' and story focus to the state of the genre.
Design, Art, Interview

Taking Back Fallout 19
by Chris Remo [08.02.10]
Obsidian Entertainment CEO Feargus Urquhart discusses design opportunities that have arisen developing Fallout: New Vegas, and how being one of the series original creators' affected his reaction to both Bethesda's game and this new endeavor.
Design, Art, Interview

Demiurge's Road To Creativity 1
by Christian Nutt [07.30.10]
Demiurge Studios has gained a reputation as a reliable developer doing work-for-hire for larger studios like BioWare and Harmonix, but now the company has plans to break out -- studio director Albert Reed explains how it reached that juncture.
Business/Marketing, Design, Interview

Inciting A (Human) Revolution: The Deus Ex Interview 10
by Chris Remo [07.26.10]
Deus Ex: Human Revolution director Jean-Francois Dugas and producer David Anfossi discuss the unique challenges involved in returning to the world of Deus Ex, from modern level design philosophy to player-driven narrative.
Design, Interview

Putting the 'Epic' in Epic Mickey 12
by Kris Graft [07.23.10]
In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work.
Design, Art, Interview