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September 22, 2019
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Features » Interview
Art-Media Innovation: Yudo's iPhone Success, Natal Dreams 2
by Brandon Sheffield [11.27.09]
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal.
Audio, Business/Marketing, Design, Interview, Mobile Phone, Indie, Smartphone/Tablet

The Ways Of A Monster Hunter  
by Christian Nutt [11.23.09]
Monster Hunter Tri producer Ryozo Tsujimoto talks to Gamasutra about bringing an online-centric game to the Wii and making the hit franchise more appealing to the "very sophisticated" Western gamer.
Business/Marketing, Design, Interview

Upping The Craft: Susan O'Connor On Games Writing 12
by Christian Nutt [11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling.
Design, Interview

Reflecting On Uncharted 2: How They Did It 7
by Kris Graft [11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more.
Design, Production, Interview

The Tiger And The Spider: From AAA To App Store 3
by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Gamasutra Versus Capcom: The Tatsunoko Interview 6
by Christian Nutt [11.09.09]
Capcom has chosen to revitalize its Versus fighting game series in the form of Tatsunoko vs. Capcom, and Gamasutra sits down with the game's producer Ryota Niitsuma to discuss its Wii-exclusive genesis, how the project got started, and more.
Business/Marketing, Design, Interview

On Bringing Modern Warfare 2 To Life 6
by Chris Remo [11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch.
Design, Art, Interview

Building Social Success: Zynga's Perspective 5
by Christian Nutt [11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits.
Business/Marketing, Design, Interview, Social/Online

Valve's Writers And The Creative Process 12
by Kris Graft [11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Erik Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Business/Marketing, Design, Art, Interview

Sony's Software Strategy: Shuhei Yoshida Speaks 2
by Thomas Puha [10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more.
Business/Marketing, Design, Interview