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January 22, 2018
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Features » Interview
Peter Molyneux: Everything's Changing 16
by Christian Nutt [09.28.12]
Former Lionhead boss Peter Molyneux spills the beans on his inspirations and discusses what's going on with the evolution of the triple-A console industry he abandoned when he left his post as Microsoft's European creative director.
Business/Marketing, Design, Interview

How Resident Evil 6 Happens 25
by Christian Nutt [09.21.12]
What goes into making a game like Resident Evil 6? In this interview, executive producer Hiroyuki Kobayashi, producer Yoshiaki Hirabayashi, and director Eiichiro Sasaki discuss this task at length, describing how the game was developed using an entirely new production methodology for the studio.
Design, Interview

Inafune's Onward March to Independence 3
by Christian Nutt [09.18.12]
The former Capcom R&D head keeps Gamasutra abreast of his latest attitudes and approaches to running independent development from his Comcept studio -- as he works on Soul Sacrifice for the PlayStation Vita.
Business/Marketing, Design, Interview

The Media Molecule Identity 3
by Christian Nutt [09.14.12]
In this extensive interview with four of its developers, Gamasutra gets to the heart of what makes Media Molecule tick -- its focus on craft, its carefully maintained studio size, and finds out how Tearaway came into focus.
Design, Interview

How DICE Does It 6
by Christian Nutt [09.10.12]
Karl Magnus Troedsson, general manager at DICE in Stockholm speaks about what the team has learned over the years of creating the successful Battlefield franchise and how that then is fed from the creative core of the studio out to other developers, and about building studio culture and fostering innovation.
Business/Marketing, Interview

Devil May Cry: Born Again 15
by Christian Nutt [09.07.12]
What goes into reimagining a franchise with a brand new developer -- on a different continent? Gamasutra speaks to the U.S. and Japanese producers about the creation of DmC, a UK-driven take on the demon-slaying franchise.
Design, Interview

Big Ideas: Video Games According to David Cage 19
by Christian Nutt [08.27.12]
The outspoken director of Heavy Rain and Beyond: Two Souls talks to Gamasutra about his start in the industry, what he's learned as he worked and spoken to fellow creators, and why the industry needs to -- but has not -- grown up.
Design, Interview

What's Really Going Down in Vancouver? 19
by Leigh Alexander [08.17.12]
With studio closures and layoffs, what was once the central city for game development in Canada is currently on the ropes... Or is it? Gamasutra investigates the fate of the city's scene, talking to developers about what's going on and what can be done to save the local industry.
Business/Marketing, Interview, Indie

The Real Story of Developing for Nintendo's Download Platforms 6
by Evan Campbell [08.14.12]
While WiiWare and DSiWare flew under the radar of most developers -- and many reported bad experiences with the former -- some made major successes on the platforms, and Gamasutra speaks to them about the past and future of Nintendo download games.
Business/Marketing, Interview, Indie

Secret Knowledge from the Future 1
by Christian Nutt [08.13.12]
Ngmoco CEO Neil Young talks about his view of the future of the mobile social games space, how he hopes to delight both players and developers, and why he thinks that Mobage is the number one service in the world.
Business/Marketing, Interview, Smartphone/Tablet