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Features » Interview
The Real Story Of Torchlight's Music 3
by Chris Remo [07.16.10]
In this thoughtful, detailed interview, Matt Uelmen, composer for Runic Games' successful action-RPG Torchlight discusses the tactics he took in creating the music for the game, and his experiences on Diablo and WoW at Blizzard.
Audio, Production, Interview

Ron Gilbert On The Synthesis Of DeathSpank 4
by Chris Remo [07.14.10]
We catch up with beloved designer Ron Gilbert (Maniac Mansion, Monkey Island) to discuss the ins and outs of DeathSpank, discussing how the title originated, how the game's design evolved and crystallized, and what makes a good action-RPG work.
Business/Marketing, Design, Production, Interview

Square Enix in 2010: President Wada Speaks 2
by Christian Nutt [07.12.10]
One year after the acquisition of Eidos, Square Enix CEO Yoichi Wada discusses the integration, and how he hopes the company's ongoing growth efforts can bridge the gap between East and West.
Business/Marketing, Design, Production, Interview

Going Inside The 3DS 1
by Kris Graft [07.09.10]
Griptonite Games studio head JC Connors discusses his experiences with the Nintendo 3DS hardware as one of the first external developers to work with it, and how the new handheld is best served from technological, design, and art perspectives.
Business/Marketing, Programming, Art, Interview

Shinji Mikami On Mechanics 10
by Brandon Sheffield [07.02.10]
The Resident Evil creator gets into the nitty-gritty of the design decision making behind his new third person shooter, Vanquish, currently under development by Platinum Games.
Design, Interview

Alexey Pajitnov - Tetris: Past, Present, Future 7
by Christian Nutt [06.28.10]
The original creator of Tetris looks back on the game's original creation and ahead to the future of game design, envisioning a world where technology and creativity fuse to exceed the current bounds of today's video game market.
Business/Marketing, Design, Interview

Halo: Reach - The Beta Story 6
by Christian Nutt [06.25.10]
Bungie's Jarrard and Carney discuss Halo: Reach's extensive beta, the evolving multiplayer landscape, and learning from the community while still driving the series' evolution.
Business/Marketing, Design, Interview

Activision: Business Is Good, And Getting Better 5
by Kris Graft [06.23.10]
This extensive interview with Activision Blizzard COO Thomas Tippl covers the current state of the company's business and its prospects for the future -- taking in how decisions are made and how franchises can be expanded and preserved.
Business/Marketing, Interview

Thank You And Guys, I Love You!! - A SWERY Interview 13
by Brandon Sheffield [06.21.10]
Deadly Premonition creator Hidetaka "SWERY" Suehiro explains the cult-favorite game's unique creative decisions, the polarized reception from fans, and the breadth of his vision.
Audio, Design, Production, Interview

The Bleak Arc of Mafia II 1
by Chris Remo [06.18.10]
Creating a mafia game that stands out is difficult -- even more so, it turns out, when the field is crowded by your own publisher. Here, 2K senior producer Denby Grace discusses the unique creative decisions that have lead to the specific experience of its upcoming Mafia II.
Business/Marketing, Design, Interview