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May 26, 2022
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Oleg Nesterenko's Blog


Editor at Game World Observer, an online magazine covering video games industry.

Fantasy writer and a seasoned gamer with a heart forever torn between The Last of Us and The Witcher 3


Member Blogs

Posted by Oleg Nesterenko on Fri, 06 May 2022 01:13:00 EDT in Business/Marketing, Console/PC, Serious
In this interview, Valerio Di Donato, CEO at 34BigThings, reflects on what it's been like for the studio since Embracer Group acquired it through Saber Interactive in November 2020. Topics include processes, culture, dogs in the office.

Posted by Oleg Nesterenko on Fri, 05 Nov 2021 10:46:00 EDT in Audio, Design, Art, Console/PC, Serious, Indie
Once a mobile title, Golf Club: Wasteland came out on PC, PlayStation, Xbox, and Switch in September. Igor Simic, CEO and Creative Director at Demagog Studio, discusses the making of the melancholic masterpiece that is Golf Club: Wasteland.

Posted by Oleg Nesterenko on Tue, 01 Jun 2021 12:02:00 EDT in Design, Console/PC, Serious, Indie
Mind Scanners is a retro-futuristic psychiatry simulation in which you diagnose the citizens of a dystopian metropolis. We caught up with Malte Burup, game director on Mind Scanners, to discuss game design choices behind his quirky Orwellian brainchild.

Posted by Oleg Nesterenko on Thu, 18 Feb 2021 10:55:00 EST in Design, Production, Art, Console/PC, Serious, Indie
ENCODYAis a cyberpunk point-and-click adventure game that came out on PC on Jauary 26.We caught up withENCODYA's developer Nicola Piovesanto discuss the game and the team behind itatchaosmonger studio.

Posted by Oleg Nesterenko on Fri, 12 Feb 2021 11:17:00 EST in Design, Production, Console/PC, Serious
Tim Willits, chief creative officer at Saber Interactive and former studio director of id Software, discusses his 25+ years in video games. We'll revisit some of the most interesting game design choices made in DOOM 3, Rage, and the Quake series.

Posted by Oleg Nesterenko on Tue, 22 Sep 2020 12:10:00 EDT in Design, Console/PC, Serious, Indie
Krzysztof Chomicki, game and level designer on Carrion, discusses what it took to create the ultimate monster simulation experience of 2020. Topics covered: MonoGame, physics simulation, controls, interconnected systems, level and puzzle design, etc.

Oleg Nesterenko's Comments

Comment In: [Blog - 08/14/2019 - 11:21]

Good point. I don 't ...

Good point. I don 't expect many devs to pick it up either. By definition, the mindmap mechanic makes most sense for games where the story comes first. So I think, the quality of the writing is actually the biggest limiting factor here. Titles that have this kind of narrative ...