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January 23, 2018
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Features » Interview
What if Cliff Ran the World? 17
by Brandon Sheffield [05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview

The Future According to Epic's Tim Sweeney 19
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview

The Inclusive Design of Kim Swift 1
by Christian Nutt [05.04.12]
The Portal designer shares lessons she's learned over her career -- the importance of playtesting, a collaborative, democratic development environment, and how basic human psychology can be exploited by game design, as applied to new game Quantum Conundrum.
Design, Interview

How Creative Assembly's Process Breeds Quality  
by Christian Nutt [04.30.12]
Studio director Tim Heaton explains how the team is structured to deliver 90-plus Metacritic games, how it maintains its autonomy from Sega while still availing itself of the support a publisher-owned studio expects.
Design, Interview

Ensemble Studios: From Beginning to End, An Excerpt from Gamers at Work 2
by Morgan Ramsay [04.23.12]
In this extract from Morgan Ramsay's Gamers at Work, which explores the challenges of starting and building developers and publishers of video games with 18 of the industry's most successful entrepreneurs, Gamasutra presents a conversation with Tony Goodman about the history of Ensemble Studios, creators of the Age of Empires series for Microsoft. The book also includes discussions with Warren Spector, Jason Rubin, and more.
Business/Marketing, Interview

Following Your Instincts: Developing Darksiders II 4
by Christian Nutt [04.16.12]
How do you keep morale up? How do you ensure that you cut the right things? And when is feature creep a good thing? In this interview, Vigil Games general manager David Adams and creative director Joe Madureira discuss building Darksiders II.
Design, Production, Interview

The Structure of Fun: Learning from Super Mario 3D Land's Director 9
by Christian Nutt [04.13.12]
How does Nintendo do it? In this extensive interview, Super Mario 3D Land director Koichi Hayashida discusses his career, the lessons he learned from Shigeru Miyamoto, and how he formulated his own philosophy for game design.
Design, Interview

A Line in the Sand: The Spec Ops Interview  
by Brandon Sheffield [04.02.12]
Lead designer Cory Davis takes Gamasutra on a ride through the design decisions behind Spec Ops: The Line, explaining how he hopes to bring a new aesthetic and storytelling heft to the military shooter genre.
Design, Interview

Getting EA Ready for the Future 7
by Brandon Sheffield [03.26.12]
Is the megalithic publisher up to the challenge of navigating an increasingly digital and diverse landscape of players and platforms? Chief creative director Rich Hilleman, who joined Electronic Arts in the 1980s, takes us on a tour of the industry's evolution.
Business/Marketing, Interview

Inafune: The Hope of the Japanese Industry? 20
by Christian Nutt [03.23.12]
The outspoken creator and former Capcom R&D head offers more of his take on what's wrong with the Japanese industry, explains why he felt the need to found three separate companies, and discusses the future he hopes to help forge.
Business/Marketing, Design, Interview