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December 16, 2018
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Features » Interview
Dan Houser On How Rockstar Does It 11
by Chris Morris [11.18.11]
Gamasutra speaks to the vice president of Rockstar about the developer's creative approach -- including why it doesn't do frequent sequels, how it thought about the story of the upcoming Max Payne 3, and the GTA creative bible.
Business/Marketing, Design, Interview

Making Halo Anniversary Work 8
by Brandon Sheffield [11.15.11]
The tough choices and technical hurdles involved in creating Halo Anniversary, a re-release of the 10-year old Xbox classic, as explained to Gamasutra by Frank O'Connor, the series franchise development director at 343 Industries.
Business/Marketing, Design, Interview

Hard Edge Creativity: Defining Borderlands 2 2
by Christian Nutt [11.07.11]
Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the Borderlands sequel, touching on narrative, art, and design decisions that keep the game interesting for players.
Design, Art, Interview

The Story Behind The Making Of Prince Of Persia 8
by Jordan Mechner, Christian Nutt [11.04.11]
In this article, Gamasutra presents excerpts from Jordan Mechner's The Making of Prince of Persia -- a new e-book which compiles his journals from the late 1980s development of the seminal game -- with a newly-conducted interview about his experiences.
Design, Interview

Building a Better Kickstarter Campaign 8
by Andrew Hayward [11.01.11]
An analysis of what makes Kickstarter game projects successful, with comments from indie developers who have made their goals, and insights from Kickstarter's own director of community -- and plenty of links to successful campaigns to boot.
Business/Marketing, Interview, Indie

A New Journey: Building War In The North 1
by Christian Nutt [10.31.11]
Gamasutra speaks to lead designer Andre Maguire about the evolution of Snowblind Studios under Warner Bros., and how the team worked with Middle Earth Enterprises to create Lord of the Rings: War in the North for PlayStation 3 and Xbox 360.
Business/Marketing, Design, Interview

Social Killer: How DeNA Leads Japan's Market 2
by Christian Nutt [10.28.11]
Gamasutra met with DeNA director Kenji Kobayashi at the company's Tokyo headquarters last month to converse with him about his role overseeing game development for the company, which also includes San Francisco-based subsidiary Ngmoco.
Business/Marketing, Interview, Social/Online

Gameloft's Quest To Be The Mobile Leader 5
by Christian Nutt [10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

Hit Squad: Building Battlefield 3 Organically  
by Christian Nutt [10.24.11]
In this extensive interview, executive producer Patrick Bach explains how his team at DICE built Battlefield 3 from the ground up, and what techniques enabled the team to create the game they wanted to create, and stay inspired -- from 2006 onwards.
Business/Marketing, Design, Interview

We Need Heroes: Inafune Speaks 7
by Brandon Sheffield [10.21.11]
Independent developer Keiji Inafune talks about his new studio concepts, Comcept and Intercept, his feelings on social games, why Japan's publishers are struggling and how "there needs to be something that gets that feeling back."
Business/Marketing, Design, Interview, Social/Online