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June 26, 2019
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Features » Interview
Catching Up With EA Partners: David DeMartini On Biz, Alice, More 1
by Chris Remo [03.20.09]
Electronic Arts' third-party division EA Partners has signed up Grasshopper Manufacture and now American McGee's Spicy Horse for an Alice sequel - so where now? Gamasutra talks to David DeMartini...
Business/Marketing, Interview

LittleBigGalaxy? Alex Evans On What's Next For Media Molecule 2
by Brandon Sheffield [03.13.09]
LittleBigPlanet co-creator Alex Evans has a multitude of fascinating opinions on development, game criticism, and where his company is going next, all showcased in this in-depth Gamasutra interview.
Business/Marketing, Design, Interview

Marching To His Own Drummer: Masaya Matsuura's Thoughts 4
by Brandon Sheffield [03.06.09]
NaNaOn-Sha founder Masaya Matsuura has created memorable music games like PaRappa The Rapper and Vib-Ribbon, and in this in-depth Gamasutra interview, he tackles the Japanese game industry, upcoming title Major Minor's Majestic March, and the future of music games.
Audio, Design, Interview

Experiments and Innovations: The EA Approach 3
by Christian Nutt [03.04.09]
EA Games Europe's Patrick Soderlund oversees studios like DICE and Criterion, plus the freshly announced sim racer Need For Speed: Shift, and talks to Gamasutra about EA's new biz experiments.
Business/Marketing, Interview

The Thoughtful Design of LocoRoco: Tsutomu Kouno Speaks 3
by Christian Nutt [03.02.09]
Sony's Kouno birthed adorable PSP title LocoRoco, and in this in-depth Gamasutra interview, he discusses its train-sketched genesis and his Short Circuit robot inspirations.
Design, Art, Interview

Building Quake Live: Carmack Speaks  
by Chris Remo [02.26.09]
As Quake Live debuts to massive demand, Gamasutra sits down with Id's John Carmack and Marty Stratton to discuss its making, tech specifics, and iPhone plans.
Business/Marketing, Design, Interview

PC Heritage, Bright Future: The Creative Assembly Interview  
by Chris Remo [02.13.09]
Sega-owned UK developer The Creative Assembly (Total War) has some unique views on the enduring nature of 'core' PC games, as the studio's Kieran Brigden explains to Gamasutra.
Business/Marketing, Design, Interview

Beyond Far Cry 2: Looking Back, Moving Forward 18
by Chris Remo [01.30.09]
Far Cry 2 was one of the most ambitious AAA titles of 2008's holiday season - but what did it actually accomplish? Gamasutra reflects with Ubisoft Montreal narrative designer Patrick Redding.
Design, Interview

Jonathan Blow: The Next Phase 19
by Chris Remo [01.23.09]
After the success of the time-disrupting Braid, Number None's Jonathan Blow sits down with Gamasutra to discuss the state of indie gaming, his next projects, and 'meaningful' games.
Design, Interview, Indie

Sponsored Feature: An Interview with Havok's Jeff Yates  
by Intel Visual Adrenaline Team [01.21.09]
Havok, long known for physics, now has a reach that extends into other crucial middleware areas. In this sponsored feature that's part of the Intel Visual Computing section, the company's Jeff Yates speaks about the present and the future.
Interview, Visual Computing