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May 21, 2022
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Features » Interview
Capturing The Spirit Of Sesame Street 10
by Kris Graft [02.23.11]
In this interview, Double Fine project lead Nathan Martz and studio creative director Tim Schafer discuss the team's intent with Sesame Street: Once Upon a Monster, explaining how it fits perfectly with the team's desire to bring an ethos to games that's often absent.
Business/Marketing, Design, Production, Art, Interview

A Renewed Focus: PCGA's New President Speaks 3
by Kris Graft [02.18.11]
The PC Gaming Alliance was established as an organization that would advocate PC gaming and dispel misconceptions about the platform. The new president of the consortium speaks to Gamasutra about its plans and positions.
Business/Marketing, Interview

Bill Roper: Making MMOs Work Again 20
by Christian Nutt [02.14.11]
In this extensive interview conducted at GDC China, Bill Roper, former design director of Cryptic Studios, discusses what he sees as the broken model of MMO development in the West, and explores the negative reaction gamers had to Cryptic's Star Trek Online and Champions Online.
Business/Marketing, Design, Programming, Production, Interview, Social/Online

Schafer Admits Fantasy Of Flatulence On Youth 9
by Christian Nutt [02.11.11]
Double Fine creative director Tim Schafer and Lee Petty, the art director who leads the studio's new downloadable game Stacking, discuss creative drives, working with publishers, and more.
Business/Marketing, Design, Production, Art, Interview, Console Digital

Bill Roper: Reflections on Hellgate 26
by Christian Nutt [02.07.11]
In this extensive interview conducted at GDC China, Bill Roper, former developer of Hellgate: London, sifts through the aftermath of that doomed project and reflects on mistakes made, community reaction, and how decisions get made in games.
Business/Marketing, Design, Production, Interview, Social/Online

A Philosophy That Extends Eastward: Social Games Zynga-Style 19
by Christian Nutt [02.04.11]
In this extensive interview, the general manager of Zynga Beijing expands on the company's creative philosophy - rely on metrics, not on what game designers think is "cool" or creative, and always serve the users.
Design, Interview, Social/Online

The Replay Interviews: Gary Penn 3
by Tristan Donovan [01.31.11]
Gary Penn began his career in the early days of the UK game industry, and eventually worked on the Grand Theft Auto series -- and here he talks about its early genesis, and how it evolved into GTA III.
Design, Production, Interview

Re-Awakened: From Midway To A New World 14
by Leigh Alexander [01.28.11]
From the ashes of the cancelled Hero project, Phosphor Games steps into the light in this new interview with Chip Sineni, the studio's head, in which he outlines the struggle to move beyond the fall of Midway and resurrect the concept as Awakened.
Business/Marketing, Design, Production, Interview

The New Theory Of Horror: Dead Space 2's Creative Director Speaks 5
by Kris Graft [01.24.11]
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio, Business/Marketing, Design, Production, Art, Interview

Fun Thoughts On The Future  
by Jeremy Alessi [01.21.11]
Veteran physical game puzzle publisher ThinkFun (Rush Hour) has found its way into the digital games space thanks to the App Store, and here its co-founder Bill Ritchie discusses the travails of that space, as well as the future potential of technology.
Business/Marketing, Design, Interview, Smartphone/Tablet