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September 21, 2019
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Features » Interview
Playfish: The Social Gaming Provocateurs 2
by Christian Nutt [08.24.09]
Facebook game creator Playfish (Pet Society) has created some of the more sophisticated games for social networks, and Gamasutra speaks to them about why they believe quality eventually wins for social gaming, despite the noise.
Design, Interview, Social/Online

20 Years Of Evolution: Scott Miller And 3D Realms 9
by Benj Edwards [08.21.09]
The shareware innovator charts a path through his origins as a programmer in high school all the way to the future of his work with Radar, his new company dedicated to IP formation and evolution.
Programming, Interview, PC

Shooting For The Stars: Blizzard's Sigaty On Developing StarCraft II 17
by Chris Remo [08.18.09]
Gamasutra recently sat down with Blizzard's StarCraft II's lead producer Chris Sigaty, and with him delved into the practices and pressures that have lead to the PC RTS, shipping its first chapter in 2010.
Business/Marketing, Design, Production, Interview, Sponsored Feature

From Me to Wii: Martin Hollis' Journey 6
by Simon Parkin [08.14.09]
Gamasutra sits down with former Rare game director Martin Hollis (GoldenEye 007) to discuss his career to date, his work on Bonsai Barber for WiiWare, and his thoughts on today's game business.
Design, Programming, Interview

A Casual Rebirth: The Remaking Of Majesco 2
by Brandon Sheffield [08.10.09]
Majesco went from near-financial disaster with major core game failures like Advent Rising to company turnaround with casual games such as the Cooking Mama series and Jillian Michaels fitness titles on the Wii -- and Gamasutra talks to Majesco EVP Gui Karyo about the company's rebirth, attitude, and plans.
Business/Marketing, Design, Interview

Vital Game Narrative: A Conversation With Rhianna Pratchett 10
by Christian Nutt [08.07.09]
Gamasutra talks in-depth to Pratchett, the writer and narrative designer on projects including Mirror's Edge, Heavenly Sword and the Overlord franchise, discussing the state of game stories and how they might be improved.
Design, Interview

King of 2D: Vanillaware's George Kamitani 14
by Brandon Sheffield [08.03.09]
Japanese independent developer Vanillaware has created modern 2D game classics such as Odin Sphere and the upcoming Muramasa: The Demon Blade, and founder George Kamitami sits down with Gamasutra to discuss his company's roots, passions, and plans.
Business/Marketing, Design, Art, Interview

Thinking Brink: Splash Damage's Console Evolution  
by Chris Remo, Kris Graft [07.31.09]
UK-based Quake Wars developer Splash Damage is making a play onto consoles with the Bethesda-published Brink, which tries completely seamless transitions between singleplayer, multiplayer and co-op while playing. Gamasutra talks to senior game designer Edward Stern about the company's plans and philosophy.
Business/Marketing, Design, Interview

Sponsored Feature: An Interview with Intel's Mike Burrows  
by Gamasutra [07.30.09]
In this Intel-sponsored feature, part of the Visual Computing website, the company's Mike Burrows, who is Senior Graphics Software Architect Manager for the Larrabee creator, talks about the upcoming chipset and its relevance for video games.
Interview, Visual Computing

The Mouse That Gamed: Graham Hopper Talks Disney's Video Game Strategy  
by Christian Nutt [07.27.09]
Disney Interactive president Graham Hopper is pursuing a broad array of avenues, and here he discusses the careful approach the company's numerous gaming brands.
Business/Marketing, Design, Interview