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Features » Interview
The Future of Games with David Braben 7
by Mike Rose [03.19.12]
Frontier Developments founder and industry veteran David Braben talks mobile, casual, Kinect, free-to-play, OnLive, and anything else that pertains to the now and the next of the game industry.

Mass Effect 3's Creative Challenges 16
by Kris Graft, [03.02.12]
Executive producer Casey Hudson discusses the team's working methodologies and decision-making process for the highly-anticipated Mass Effect 3, revealing how the team hopes to squeeze out those last few Metacritic points they have left to obtain.
Design, Interview

Unity's Future In High-Definition 12
by Christian Nutt [02.29.12]
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Krner and Renaldas Zioma.
Business/Marketing, Programming, Interview, Indie

Emotional Poems: Mizuguchi's Expanding Future 3
by Christian Nutt [02.27.12]
The man behind Rez, Child of Eden, and Lumines discusses his picture of the future of games and human perception, and how the concept of synesthesia plays into that -- along with Lumines Electronic Symphony producer James Mielke.
Business/Marketing, Design, Interview

Hanging in Limbo 9
by Christian Nutt [02.24.12]
Playdead burst onto the gaming scene with Limbo, which became one of the defining games of first Xbox Live Arcade and then the current indie movement -- how, and what's next? Arnt Jensen and Dino Patti speak.
Business/Marketing, Design, Interview

David Jaffe and the Language of Interactivity 26
by Christian Nutt [02.13.12]
"If you're really a fucking artist, and you've got something to say, then you fucking pick the right medium to say it in," says Twisted Metal creator David Jaffe. He tells Gamasutra he wants his upcoming game Twisted Metal to play to video games' greatest strength -- interactivity.
Design, Interview

Building the World of Reckoning 4
by Christian Nutt [02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business/Marketing, Design, Art, Interview

Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine 9
by Frank Cifaldi [02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brtal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business/Marketing, Design, Interview

Finnish Experiments, American Nightmare 13
by Array [01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business/Marketing, Design, Interview

Talking the Future of Minecraft  
by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business/Marketing, Design, Interview, Indie