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September 20, 2019
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Features » Interview
Ancients Reborn: Launching League of Legends 4
by Chris Remo [10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more.
Business/Marketing, Design, Interview

The Design of StarCraft II 24
by Chris Remo [10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics.
Business/Marketing, Design, Interview

Working by Torchlight 5
by Chris Remo [10.23.09]
Runic Games' Travis Baldree and Max Schaefer talk to Gamasutra about next week's debut of PC action RPG Torchlight, plans for an MMO incarnation, launching into 2009's PC market, community empowerment, and essential design concepts for the action-RPG genre
Business/Marketing, Design, Interview

Rocksteady's Sefton Hill Unmasks Batman: Arkham Asylum 5
by Kris Graft [10.19.09]
Director Sefton Hill of Rocksteady explains how his studio stayed true to Batman's "strict rules" when creating Batman: Arkham Asylum new immersive world.
Business/Marketing, Design, Interview

EA Takes Japan: An Interview With Rex Ishibashi 1
by Christian Nutt [10.16.09]
Publishing giant Electronic Arts is getting aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there.
Business/Marketing, Design, Interview

The Illusions We Make: Gearbox's Randy Pitchford 9
by Chris Remo, Brandon Sheffield [10.12.09]
Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's "been wanting to make for 10 years."
Business/Marketing, Design, Interview

Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks 6
by Brandon Sheffield [10.09.09]
Jeremiah Slaczka of Scribblenauts creator 5th Cell talks future plans -- including XBLA development -- and why he refused to create the SpongeBob and Wii versions of Drawn to Life.
Design, Interview

The Man At The Center Of Microsoft's First Party Strategy 7
by Christian Nutt [10.06.09]
Microsoft Worldwide Studios head Phil Spencer discusses the company's first-party strategy, the role Natal plays, and experiments with new business models.
Business/Marketing, Design, Interview

The Complexities Of Launching Aion 1
by Christian Nutt [10.01.09]
With news that Aion had reached 400,000 preorders in the West, the NCSoft-created game has outpaced the majority of MMO imports. What lead to this success? Gamasutra discussed process and philosophy with Brian Knox, who works out of NCsoft's Seattle studio as a producer on the game.
Business/Marketing, Design, Interview, Social/Online

Building Experiences The BioWare Way: Greg Zeschuk Speaks  
by Chris Remo [09.28.09]
As BioWare finishes up Mass Effect 2 and Dragon Age, Gamasutra sits down with co-founder Greg Zeschuk to discuss BioWare's design and iteration process, the "leap of faith" of making vast swathes of content many players might never see, and why the company is keeping a close eye on the increasingly successful social gaming scene.
Design, Interview