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January 21, 2018
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Features » Interview
Games That Can't Be Duplicated: Arc System Works' Ishiwatari Speaks 3
by Christian Nutt [01.23.12]
The mind behind the Guilty Gear series speaks to Gamasutra about what he sees as the future of the idiosyncratic fighting game developer, saying, "I want it such that the fighters we make can't be duplicated by overseas developers."
Business/Marketing, Design, Interview

The Trouble with Typecasting: Starbreeze, Syndicate, and the Future 4
by Christian Nutt [01.20.12]
His studio grabbed the industry's attention with The Chronicles of Riddick -- an immersive, atmospheric, and adventures first person game that has become the go-to title for "better than the movie it's based on," and Starbreeze CEO Mikael Nermark discusses if the studio is in danger of being pigeonholed.
Business/Marketing, Interview

Choplifter: From 1982 to 2012 3
by Frank Cifaldi [01.13.12]
In this extensive new interview, Dan Gorlin, the creator of the 1982 Apple II classic tells the story of its original development, ruminates on the PC game scene of the 1980s, explains why the '90s reboot failed, and discusses why the new Choplifter HD is the first reboot to work.
Business/Marketing, Design, Interview

Why Are Racing Developers Heading to the PC? 10
by Array [01.12.12]
The racing genre is changing shape, as developers of titles like Split/Second (Black Rock) and Blur (Bizarre Creations) are shuttered -- and now move toward the PC as the new platform of choice. Gamasutra investigates.
Business/Marketing, Interview

Ken Levine on the Storytelling Craft of BioShock Infinite 8
by Dennis Scimeca [01.09.12]
The creative director of Irrational Games explains why he's personally directing the acting between the two game leads, Booker and Elizabeth, for his upcoming sequel, and what he's learned over the course of working with the actors and the game script.
Design, Interview

A 30 Year Fantasy: The Story of Falcom's Resurgence 20
by Christian Nutt [01.06.12]
Falcom isn't Japan's most prestigious or most successful development studio, and the company's president admits that the Tokyo-based studio doesn't have any big name developers -- but in this interview, he outlines how staying true the the studio's roots has led to a renewed enthusiasm from fans.
Business/Marketing, Design, Interview

NanaOn-Sha: Changing The World Of Games  
by Brandon Sheffield [12.29.11]
Outspoken creator and musician Masaya Matsuura has said that he wants to see games into a more positive place -- and in this interview, he discusses what path that could take, while Dewi Tanner speaks on developing Haunt for Kinect.
Design, Interview

All That Glitters: An Interview With Bungie's Senior Graphics Engineer  
by Brandon Sheffield [12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how Halo creator Bungie plans to solve problems for its new IP and the next generation.
Programming, Art, Interview

Led By A Love Of Games: Team Ninja's Hayashi Speaks 2
by Christian Nutt [12.23.11]
Yosuke Hayashi discusses the changes he's bringing to the Ninja Gaiden series, his collaboration with Nintendo on Metroid: Other M, what he learned from his old boss Tomonobu Itagaki, and what drives him creatively.
Business/Marketing, Design, Interview

The Making of Star Wars: The Old Republic 5
by Array [12.20.11]
Creative director James Ohlen, lead writer Daniel Erickson, and BioWare co-founder Greg Zeschuk reflect on the long journey that lead to this week's release of Star Wars: The Old Republic.
Business/Marketing, Design, Interview, Social/Online