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May 21, 2022
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Features » Interview
Surprises In Store: Akira Yamaoka's New Direction 2
by Array [06.13.11]
In this interview, famed composer and producer Akira Yamaoka discusses what his Silent Hill legacy means to him, what he's been up to since he joined Grasshopper Manufacture, and his vision for what the developer must become.
Audio, Interview

The Right Amount Of Depth: Lord British Goes Social 4
by Array [06.10.11]
Lord British holds court on his plans for his social games developer Portalarium, describing his thoughts on game design and UI, audience and testing, and explaining why he no longer plays the "kinds of games you might think I would make" anymore.
Design, Interview, Social/Online

Welcome To New Marais: Thinking Change In Infamous 2  
by Array [06.06.11]
In this extensive interview Nate Fox, game director for Sucker Punch's Infamous 2, discusses the process the team went through in implementing improvements and changes to its superhero open world game -- and why location matters.
Business/Marketing, Design, Interview

The 'Swery Game': Hidetaka Suehiro on Deadly Premonition 10
by Mathew Kumar [06.03.11]
Hidetaka "Swery" Suehiro discusses his cult hit Deadly Premonition, revealing the auteur behind a work of misunderstood genius -- one who while acknowledging the mistakes made in the game's development, also deeply and clearly understands precisely the ingredients that made it so special.
Business/Marketing, Design, Interview

Turning Nintendo: The Donkey Kong Country Returns Interview 13
by Array [05.30.11]
What does it take to become a Nintendo studio, and to make a Nintendo game? Producer Kensuke Tanabe, who works at the company's Kyoto HQ, and Retro Studios president and CEO Michael Kelbaugh discuss the thinking that has enabled the studio to deliver great first party games.
Business/Marketing, Design, Interview

25 Years Of Dragon Quest: An Interview With Yuji Horii 24
by Christian Nutt [05.27.11]
An in-depth interview with Yuji Horii, creator of Dragon Quest, which remains the most popular console IP in Japan and the root of the country's obsession with RPGs -- a calm center to the storm the game industry faces in the region.
Business/Marketing, Design, Interview

The Replay Interviews: Will Wright 4
by Tristan Donovan [05.23.11]
In this interview, Will Wright discusses his entry into game making, the creation of SimCity and the development of The Sims. Along the way Wright talks about how constructivist education theories seeped into his work.
Business/Marketing, Design, Interview

BioWare 2011: The Doctors Speak 14
by Kris Graft [05.19.11]
In this extensive interview, Ray Muzyka and Greg Zeschuk, founders of BioWare, speak to Gamasutra about the company's current efforts -- from Dragon Age II to Star Wars MMO The Old Republic, DLC launches, and beyond.
Business/Marketing, Design, Interview

The Complicated Workings of The Witcher 2 6
by Christian Nutt [05.17.11]
In this in-depth interview, CD Projekt Red senior producer Tomasz Gop discusses the development of The Witcher 2: Assassins of Kings and how design influenced engine building, narrative vs. player freedom, and how community influenced the game's design.
Business/Marketing, Design, Interview

On The Brink Of Change  
by Christian Nutt [05.10.11]
Splash Damage CEO Paul Wedgewood discusses the creative drive behind Brink and explains its execution -- sharing the secrets of the team's drive to take the best elements of multiplayer cooperative team shooters and make them work for today's console gamers.
Design, Interview