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September 15, 2019
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Features » Interview
A Meaningful Collaboration: The Eidos And Square Enix Interview 4
by Christian Nutt [06.12.09]
Some thought it a surprise when Japanese Final Fantasy powerhouse Square Enix acquired Western Tomb Raider publisher Eidos. But where from here? Gamasutra talks to the companies' CEOs, Yoichi Wada and Phil Rogers, to find out.
Business/Marketing, Design, Interview

The Story Thing: BioWare's David Gaider Speaks 2
by Chris Remo [06.08.09]
BioWare lead writer David Gaider both helped created the story and wrote the just-debuted prequel novel for the firm's key fantasy RPG Dragon Ages, and talks to Gamasutra in-depth about getting his job, BioWare's work methodology, and plans for the game.
Design, Interview

RPGs, Moving Forward: An Interview With Feargus Urquhart 10
by Ben Fritz [06.05.09]
Gamasutra sits down with Obsidian Entertainment's Feargus Urquhart to discuss the RPG genre, the pros and cons of running an independent developer in these uncertain times, and the industry in 2009.
Design, Interview

Bing Gordon: On Being A Contrarian 7
by Brandon Sheffield [06.01.09]
"I guess I like being a contrarian," says Bing Gordon, who was the chief creative officer at Electronic Arts -- having started with the company in 1982 -- but left over a year ago for leading venture capital firm Kleiner, Perkins, Caufield & Byers (KPCB.) Gamasutra talks to him about his career and the state of the game business.
Design, Interview

Think Like Takahashi: Noby, Katamari, Creativity, And Carpet 10
by Mathew Kumar, Christian Nutt [05.29.09]
Keita Takahashi, creator of Katamari Damacy and Noby Noby Boy, is generally more interested in art, life, and his dog, than the work of his creative peers - so Gamasutra tried bringing paper and pens to our interview, and here are the results.
Design, Interview

From The Past To The Future: Tim Sweeney Talks 13
by Benj Edwards [05.25.09]
In a special interview, Epic Games founder and technical guru Tim Sweeney discusses his career, from the company's birth in the shareware revolution through to present and future game technology challenges.
Design, Interview

Rebuilding Rapture: Choices And BioShock 2 7
by Chris Remo [05.22.09]
Building a sequel to a beloved game is a delicate enterprise -- more so when you do it with a whole new studio. Alyssa Finley, executive producer at 2K Marin, and series newcomer and lead designer Zak McClendon, lay out the thinking behind building the sequel to BioShock.
Design, Interview

The Hard-Won Wisdom of Bill Roper 17
by Ben Fritz [05.15.09]
Game development veteran Bill Roper played a key role in the rise of the seminal Warcraft and Diablo series throughout the 1990s, and then co-founded eventually ill-fated Hellgate developer Flagship Studios. Now at Cryptic Studios, he talks in-depth in a major Gamasutra retrospective interview.
Business/Marketing, Design, Interview, Social/Online

Building Franchise Power: An Army Of Two Interview 2
by Chris Remo [05.13.09]
EA Montreal's Army Of Two: The Fortieth Day is due later this year, and in this Gamasutra interview, new creative director Alex Hutchinson, fresh from Spore, and executive producer Reid Schneider, returning from the previous game, discuss the elements that came together to create the over the top franchise.
Business/Marketing, Design, Interview

Development Lessons From Killzone 2: An Interview 1
by Christian Nutt [05.08.09]
Following the odyssey that took Killzone 2 to stores, Guerrilla Games' Hermen Hulst and Arjan Brussee talk about the game's development, from team structure through balancing and beyond.
Design, Interview