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August 24, 2019
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Features » Interview
OnLive Turned On 5
by Kris Graft [06.15.10]
OnLive launches this week, and company CEO Steve Perlman explains how the startup plans to ramp up the cloud-gaming service following launch, the business model behind the tech, and the ever-present issue of latency.
Business/Marketing, Design, Interview

The Road To Puzzle Quest 2 6
by Brandon Sheffield [06.14.10]
The success of Puzzle Quest made matching gems appealing to the core gaming audience, but developers Infinite Interactive stumbled with sequel Galactrix, and in this interview president Steve Fawkner describes how these circumstances informed Puzzle Quest 2.
Business/Marketing, Design, Art, Interview

Historical Outlook: A Civilization V Interview 12
by Chris Remo [06.11.10]
Dennis Shirk, the game's producer, outlines how bringing new blood into Civilization V's creative positions has allowed preservation of what fans want, while branching out into new directions for the venerable and immensely popular strategy franchise.
Business/Marketing, Design, Art, Interview

Targeted Focus, Broad Audience? 3
by Array [06.08.10]
These days, it's not just about generalized farming -- you can run your own vineyard on Facebook, too. What's the pull of that kind of targeted theme -- unthinkable in recent years for games? Gamasutra investigates.
Business/Marketing, Interview, Social/Online

True Evolution: A Peter Molyneux Interview 2
by Christian Nutt [06.07.10]
The evolution of Fable is part of a wider storm of innovation in the industry, says Lionhead impresario Peter Molyneux, discussing everything from the advent of widespread motion control to creative drive versus focus testing in this interview.
Design, Production, Interview

StarCraft II: Building On The Beta 8
by Chris Remo [06.04.10]
SCII design director Dustin Browder shares many of his ideas on both single and multiplayer game design, and how Blizzard targets the broad and disparate audience it sees for its world-beating RTS series.
Business/Marketing, Design, Interview

Q-Time For Q-Games  
by Christian Nutt [05.31.10]
Q Games' Dylan Cuthbert discusses work with Sony and Nintendo, and the thinking and technology behind the popular downloadable Pixeljunk game series.
Business/Marketing, Design, Art, Interview

Ten Years Of PopCap: The Interview 11
by Frank Cifaldi [05.28.10]
Two of PopCap's founders look back on the early days of the company through the present, taking in the circumstances behind its founding and its development philosophy -- casual and beyond.
Business/Marketing, Design, Interview

The Rise Of Capy Games 2
by Christian Nutt [05.24.10]
A chat with the co-founders of the Toronto-based indie (Might & Magic: Clash of Heroes, Critter Crunch) about their development style, the local scene, their future, and more.
Business/Marketing, Design, Art, Interview, Indie, Smartphone/Tablet

The Sony Situation: SCEA's Rob Dyer Speaks 8
by Christian Nutt [05.21.10]
SCEA SVP Rob Dyer talks exclusive DLC deals, publisher relations, how he views the motion controller marketplace, and the state of the troublesome PSP.
Business/Marketing, Design, Interview