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September 21, 2018
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  • Editor-In-Chief:
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    Alissa McAloon
    Emma Kidwell
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    Katherine Cross
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Features » Interview
An Assassin's Revolution 3
by Kevin Ohannessian [10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design, Interview

What Would Geralt Do? Witcher 2's Approach to Choice and Decision 6
by Christian Nutt [10.29.12]
CD Projekt's lead gameplay designer Maciej Szcześnik and gameplay producer Marek Ziemak walk Gamasutra through the finer points of balancing a strong character and story with player freedom.
Design, Interview

How One Studio Saved Itself From the Downturn 1
by Kris Graft [10.26.12]
The Australian game industry was once a powerhouse of console development -- but now is better known for mobile successes. While many studios shut down, Tantalus CEO Tom Crago explains here how he transitioned to new projects, kept most of his staff, and thrived.
Business/Marketing, Interview

From DICE to Danger Close: The Man Who Changed Medal of Honor 4
by Christian Nutt [10.24.12]
Gamasutra sits down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer -- to change the studio's way of making multiplayer games.
Design, Interview

There's Something About SWERY 4
by Frank Cifaldi [10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Design, Interview

Funcom's Vision for the Future of MMOs 18
by Christian Nutt [10.15.12]
Craig Morrison, creative director for Funcom's Montreal studio, tells Gamasutra all about his vision of how the MMO industry must change things if it hopes to avoid more games like The Secret World and The Old Republic -- titles which couldn't live up to players' expectations for scope or their budget.
Interview, Social/Online

The Shifting Continuum: An Arc System Works Interview 6
by Brandon Sheffield [10.12.12]
Arc System Works programmer Tatsunori Ishikawa and CTO Hiroyuki Masuno discuss what makes the company's fighting games so singular.
Design, Interview

Making Kratos More Human 19
by Christian Nutt [10.08.12]
In the latest God of War game, Ascension, the protagonist, Kratos, is human. It tells the story of his rise to power -- and in this interview, lead designer Mark Simon talks to Gamasutra about the challenge of making Kratos feel like a man again.
Design, Interview

Shaping the Future of Facebook as a Game Platform  
by Christian Nutt [10.04.12]
As Facebook's product manager for apps and games, Matt Wyndowe is a key part of how the platform changes itself to appeal more to game developers -- and in this interview, he talks about how the company approaches that task.
Interview, Social/Online

Pokemon's Secret Ingredient 3
by Christian Nutt [10.01.12]
What makes the Pokmon franchise what it is? What does the development team focus on, and what resonates with audiences? Producer Junichi Masuda and director Takao Unno offer up their take on what makes this world-beating franchise tick, in this new Black and White 2 interview.
Design, Interview