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A Global Phenomenon: Andersson and Judd on Capcom/GRIN's Bionic Commando
by Christian Nutt
[12.05.08]
In a jocular Gamasutra interview, Capcom's Ben Judd and GRIN's Ulf Andersson discuss the companies' key Bionic Commando remake, from reshaping established IP to Japanese/Western contrasts.
Business, Game Design, Interview, Console/PC, North America, Asia & India
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The Designer's Notebook: The Moral Panic Isn't Over Yet
by Ernest Adams
[11.25.08]
After Barack Obama's U.S. election victory, do we still have to worry about game censorship? IGDA co-founder Ernest Adams looks at an Obama administration, games and 'moral panic'.
Business, Designer's Notebook, North America
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Peeking Inside Insomniac: A Conversation With Ted Price
by Christian Nutt
[11.14.08]
Gamasutra talks extensively to Insomniac CEO Ted Price, following Resistance 2's launch, discussing the company's history, relationship with Sony, development methodology, and much more.
Business, Game Design, Interview, Console/PC, North America
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Thinking With Portals: Creating Valve's New IP
by Jeep Barnett, Kim Swift, Erik Wolpaw
[11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Game Design, Postmortem, Production, Game Developer Magazine, North America
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New, Better, More: Epic's Cliff Bleszinski on Designing Gears of War 2
by Chris Remo
[10.24.08]
With Gears Of War 2 just around the corner, Gamasutra talks in-depth to Epic design director Bleszinski about the franchise's evolution, game prototyping, and expanding game narrative.
Game Design, Interview, Console/PC, North America
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Postmortem: Naughty Dog's Uncharted: Drake's Fortune
by Neil Druckmann, Richard Lemarchand
[10.08.08]
Naughty Dog calls Uncharted their 'biggest and most complex' challenge yet, and shares successes and stumbles in this fascinating postmortem.
Game Design, Postmortem, Production, Console/PC, North America
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Afro Samurai's David Robinson: New Studio, New Problems, New Chances
by Brandon Sheffield
[10.06.08]
In this in-depth Gamasutra interview, we go inside Namco Bandai's internal U.S. development studio with senior producer David Robinson, discussing outsourcing and art direction for Afro Samurai.
Game Design, Interview, Console/PC, North America
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Postmortem: Brothers in Arms: Double Time
by Kristin Price, Kurt Reiner
[09.30.08]
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time.
Game Design, Postmortem, Programming, Production, Console/PC, North America
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A New Vocabulary For Development: Chuck Beaver And Dead Space
by Chris Remo
[09.29.08]
The M-rated sci-fi horror game Dead Space may potentially be another important milestone in EA's renaissance -- we talk to senior producer Chuck Beaver on gore, no cut-scenes, and our medium
Game Design, Interview, North America
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Saving Street Fighter: Yoshi Ono on Building Street Fighter IV
by Brandon Sheffield
[09.26.08]
Gamasutra quizzes Street Fighter IV supremo Yoshi Ono on the details behind the fighting game's return -- from 'hardcore vs. casual' to animation skipping, complex tactics and beyond.
Game Design, Interview, North America, Asia & India
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