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September 21, 2019
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Features » Interview
Racing Evolution: Forza 3 And The Changing Driving Sim 3
by Kris Graft [09.25.09]
Turn 10's Dan Greenawalt talks Forza 3's development lessons on the evolution of the racing genre's baseline and its ever-blurring line between arcade and sim.
Business/Marketing, Design, Interview

Please Remain Calm: How Bungie Met The Challenges Of Halo 3: ODST 13
by Kris Graft [09.22.09]
From its first trailer that told gamers to "Please Remain Calm" to its release this week, Halo 3: ODST underwent substantial changes. Bungie executive producer Curtis Creamer told Gamasutra how the studio met technical, personnel, and time constraints, and came out the other end relatively unscathed.
Business/Marketing, Design, Interview

The Road to Diablo III 10
by Chris Remo [09.18.09]
Developer Blizzard Entertainment is known for its relentlessly iterative process, which is what leads to the infamous "when it's done" release mentality, and Diablo III is no exception. Gamasutra talks to Blizzard's Julian Love and Kevin Martens about progress and design specifics on the highly-anticipated game.
Business/Marketing, Design, Interview

Dungeons & Dragons Online: Switching Gears 3
by Allen Rausch [09.17.09]
Changing biz models on a live game is like switching a moving car from gas to electric -- Turbine shares what it learned from taking Dungeons & Dragons Online free.
Business/Marketing, Design, Interview, Social/Online

From Sierra To Korea: J. Mark Hood's New Way 1
by Brandon Sheffield [09.11.09]
In this interview, Gamasutra talks to free-to-play MMO firm Reality Gap's co-founder J. Mark Hood about his background in the industry, the concept of running a virtual economy in an MMO with no item stores, but only players purchasing from each other, and more.
Business/Marketing, Interview, Social/Online

The Man Who Won Tetris 14
by Chris Remo [09.10.09]
Gamasutra talks to Henk Rogers, the man who licensed Alexey Pajitnov's Tetris for console systems and runs The Tetris Company. But he's doing a lot more than just that, from online world Blue Mars to working on ecological foundations.
Business/Marketing, Design, Interview

The Rise And Fall Of The Dreamcast 41
by Douglass C. Perry [09.09.09]
In this ten-year Dreamcast retrospective, Gamasutra looks back at Sega's last effort in the console market through interviews with former president of Sega of America Bernie Stolar, former Sega execs Peter Moore and Charles Bellfield, and former vice president of Electronic Arts, Bing Gordon.
Business/Marketing, Interview

The Man Behind Greg Canessa Speaks 21
by Chris Remo [09.04.09]
Blizzard is readying a massive upgrade for in-house game specific online game service, to debut alongside StarCraft II, and Gamasutra sits down with recently appointed head Greg Canessa to hear about the philosophy and practicality behind those plans
Business/Marketing, Design, Interview

An Age To Come: Ray Muzyka On BioWare's Dragon Age 3
by Chris Remo [08.31.09]
BioWare's Ray Muzyka takes us inside Dragon Age's social philosophy and discusses the developer's new top billing within EA.
Business/Marketing, Design, Interview

Making Shadow Complex: Donald Mustard Speaks 15
by Christian Nutt [08.28.09]
Though it's quickly proving to be one of the biggest buzz games of 2009, Shadow Complex was not a sure bet for Chair Entertainment when the project began. Gamasutra talks to creative director Donald Mustard about the creation of the Xbox Live Arcade downloadable hit.
Design, Interview