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March 25, 2019
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Features » Interview
On Changing The Shape Of Interaction 9
by Chris Remo [02.26.10]
Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of Conviction's co-op mode, which he directed.
Design, Interview

A Distinct Vision: Nick Earl And Visceral Games 10
by Christian Nutt [02.22.10]
EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles. How does that transition work? We speak to Nick Earl, the studio's general manager, to find out.
Business/Marketing, Design, Production, Interview

Ten Vicious Years: A Retrospective Interview 2
by Christian Nutt [02.19.10]
North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago, and in that time the company and the industry have changed drastically -- Gamasutra spoke to its founders, Eric Peterson and Wayne Harvey, to find out more about that journey.
Business/Marketing, Design, Production, Interview

The Art Of International Technical Collaboration At Square Enix 5
by Christian Nutt [02.17.10]
When Square Enix acquired Eidos, it didn't just get IP and a distribution network -- it got a Western understanding of game technology in a generation where Japan has lagged, and new group worldwide technology director Julien Merceron here speaks about taking the helm of this global organization.
Business/Marketing, Design, Production, Interview

A Little Piece Of Hell: Building The Secret World 11
by Chris Remo [02.12.10]
Veteran developer Ragnar Tornquist (The Longest Journey) outlays his plan for The Secret World, an MMO that avoids the epic fantasy cliches of the past in favor of psychological horror and contemporary fantasy -- and no player leveling system.
Business/Marketing, Design, Interview, Social/Online

Television, Meet Games 2
by Array [02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
Business/Marketing, Design, Interview, Indie, Social/Online

Two Halves, Together: Patrick Gilmore On Double Helix 1
by Christian Nutt [02.08.10]
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development.
Business/Marketing, Design, Production, Interview

The Road To Hell: The Creative Direction of Dante's Inferno 19
by Christian Nutt [02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business/Marketing, Design, Production, Interview

Back In Space: BioWare On Mass Effect 2 15
by Christian Nutt [01.25.10]
Lead producer Adrien Cho discusses the evolution that the studio, series, and genre is going through in this comprehensive interview about the creative process behind BioWare's anticipated shooter/RPG sequel, Mass Effect 2.
Business/Marketing, Design, Production, Art, Interview

American In China: McGee On Making It Work In Shanghai 11
by Christian Nutt [01.22.10]
The ex-id and EA employee speaks out on how developing games in his Shanghai-based studio Spicy Horse has given him a new perspective on development process and teamwork, and whether or not those insights could work in Western studios.
Business/Marketing, Design, Production, Interview