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January 25, 2020
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Features » Interview
Cliff Bleszinski: Creativity, Design, and Reality 29
by Christian Nutt [05.13.10]
The Epic designer talks about the evolution of the shooter genre, the essential elements of its design and how best to work with talent in the context of People Can Fly's Bulletstorm.
Business/Marketing, Design, Interview

Exclusive: Yuji Naka's New Bird 1
by Christian Nutt, Brandon Sheffield [05.05.10]
One of the original creators of Sonic the Hedgehog, Yuji Naka updates Gamasutra on his own studio, Prope, and discusses upcoming Ivy the Kiwi?, thoughts on Sega, and more.
Business/Marketing, Design, Interview

Rebooting Medal Of Honor 4
by Kris Graft [05.04.10]
What goes into reawakening a franchise that a publishing executive admits "did fall on hard times"? EA Games label president Frank Gibeau and EALA's Greg Goodrich and Rich Farrelly discuss the revitalization of Medal of Honor.
Business/Marketing, Design, Production, Interview

Brian Reynolds On His Social Transition 12
by Christian Nutt [05.03.10]
As one of the biggest names to make the transition into social games with FarmVille developer Zynga, Brian Reynolds (Rise of Nations) is in a unique position to talk about the challenges and opportunities of the switch.
Business/Marketing, Design, Interview, Social/Online

Interview: The Rise of Free-To-Play At EA 6
by Chris Remo [04.30.10]
Ben Cousins, former DICE man who spearheaded Battlefield Heroes, talks Lord of Ultima and how these games are part of a new division of EA catered to the free-to-play market -- and why.
Business/Marketing, Design, Interview, Social/Online

The Worlds Inside R.A. Salvatore 9
by Jeffrey Fleming [04.26.10]
The bestselling fantasy author details his process of building credible worlds that can support lengthy book series and massive games, from Forgotten Realms to 38 Studios' upcoming MMO Copernicus.
Design, Interview

The Elegance Of Metroid: Yoshio Sakamoto Speaks 4
by Christian Nutt [04.23.10]
Nintendo's main man behind the Metroid series talks about what he feels is the core of its enduring popularity, the collaboration with Team Ninja on Other M, and how storytelling plays a role in games.
Design, Art, Interview

Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution 16
by Chris Remo [04.16.10]
Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the Deus Ex series but ten years later in the real world.
Design, Art, Interview

Matias Myllyrinne: The Advent Of Alan Wake 3
by Christian Nutt [04.12.10]
The Remedy man on the creative evolution of games, the production process of this long-in-development thriller, and the demands versus the opportunities afforded by the creation of DLC and the extension of the current generation.
Design, Production, Interview

Richard Garriott's Next Journey 30
by Brandon Sheffield [04.05.10]
The veteran game creator on the state of design and writing, why social is the most important new frontier in gaming, and how production techniques born in the early days of games can be superior to today's methods.
Business/Marketing, Design, Interview, Social/Online