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An Assassin's Revolution3 by Kevin Ohannessian[10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
There's Something About SWERY4 by Frank Cifaldi[10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Funcom's Vision for the Future of MMOs18 by Christian Nutt[10.15.12]
Craig Morrison, creative director for Funcom's Montreal studio, tells Gamasutra all about his vision of how the MMO industry must change things if it hopes to avoid more games like The Secret World and The Old Republic -- titles which couldn't live up to players' expectations for scope or their budget.
Making Kratos More Human19 by Christian Nutt[10.08.12]
In the latest God of War game, Ascension, the protagonist, Kratos, is human. It tells the story of his rise to power -- and in this interview, lead designer Mark Simon talks to Gamasutra about the challenge of making Kratos feel like a man again.
Pokemon's Secret Ingredient3 by Christian Nutt[10.01.12]
What makes the Pokémon franchise what it is? What does the development team focus on, and what resonates with audiences? Producer Junichi Masuda and director Takao Unno offer up their take on what makes this world-beating franchise tick, in this new Black and White 2 interview.