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November 20, 2018
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  • Editor-In-Chief:
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Features » Interview
How Do You Put the Sim in SimCity? 33
by Christian Nutt [06.22.12]
SimCity creative director Ocean Quigley talks to Gamasutra about how the team at Maxis brings forth satisfying decisions for players and also accurately reflect the ways in which these systems interact in the real world.
Design, Interview

EA's Core Strategy: Tech, Teams, Brands 3
by Kris Graft [06.18.12]
In this new interview, EA Games label boss Patrick Soderlund discusses how the huge publisher tackles its core gamer business -- whether it's from the perspective of the Frostbite 2 engine, or its free-to-play business, or fostering creativity.
Business/Marketing, Interview, Social/Online

The Secrets of Brutality: God of War's Combat Design 9
by Christian Nutt [06.11.12]
To discuss the core of what's important to the series -- not just violence, but accessibility and readability -- and how it has evolved since its inception, Gamasutra speaks to Jason McDonald, lead combat designer.
Design, Interview

The Designer's Notebook: Triple-A Games for Women? Seriously? 33
by Ernest Adams [06.05.12]
In this installment of his long-running column, the design consultant questions the founder and CEO of a new developer just how she hopes to transform the industry by creating full-price retail titles aimed at a female audience.
Design, Interview

Storming the Future: Splash Damage's New Moves 5
by Mike Rose [06.04.12]
The CEO of the Enemy Territory and Brink developer explains why the company is shifting its strategy, how the future looks like the past, and why he thinks that the term "whales" is both disrespectful and puts developers on the wrong track.
Business/Marketing, Design, Interview

The 20-Year Estrangement of the Two Guys from Andromeda 17
by Leigh Alexander [06.01.12]
In this all-new interview-driven feature, you'll read the tale of how Space Quest's close collaborators fell apart -- and got back together again for a new project -- after creating some of the best-beloved cult classics of the adventure game era.
Business/Marketing, Design, Interview

Beyond Heavy Rain: David Cage on Interactive Narrative 47
by Christian Nutt [05.25.12]
In this extensive new interview, the Heavy Rain creator both reflects on his last work and looks to the future, discussing the technology the Quantic Dream team is developing and the creative mission which drives them.
Design, Interview

Kratos' Boss: The Studio Head of Sony Santa Monica Speaks 3
by Christian Nutt [05.21.12]
In this interview, Shannon Studstill, Sony Santa Monica's senior director of product development, discusses her job: keeping one of Sony's most important development studios in the running, and making sure God of War is all it can be.
Business/Marketing, Interview, Console/PC

A Personal Journey: Jenova Chen's Goals for Games 22
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie

The Devil's Workshop: An Interview with Diablo III's Jay Wilson 48
by Kris Graft [05.14.12]
The director of Diablo III, Jay Wilson, shares his feelings on documentation, the true job of the designer -- including who should not pursue that career path -- and the true meaning of "it's done when it's done".
Design, Interview