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June 28, 2022
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Features » North America
A Global Phenomenon: Andersson and Judd on Capcom/GRIN's Bionic Commando 2
by Christian Nutt [12.05.08]
In a jocular Gamasutra interview, Capcom's Ben Judd and GRIN's Ulf Andersson discuss the companies' key Bionic Commando remake, from reshaping established IP to Japanese/Western contrasts.
Business/Marketing, Design, Interview, Console/PC, North America, Asia & India

The Designer's Notebook: The Moral Panic Isn't Over Yet 40
by Ernest Adams [11.25.08]
After Barack Obama's U.S. election victory, do we still have to worry about game censorship? IGDA co-founder Ernest Adams looks at an Obama administration, games and 'moral panic'.
Business/Marketing, Designer's Notebook, North America

Peeking Inside Insomniac: A Conversation With Ted Price  
by Christian Nutt [11.14.08]
Gamasutra talks extensively to Insomniac CEO Ted Price, following Resistance 2's launch, discussing the company's history, relationship with Sony, development methodology, and much more.
Business/Marketing, Design, Interview, Console/PC, North America

Thinking With Portals: Creating Valve's New IP 8
by Jeep Barnett, Erik Wolpaw, Kim Swift [11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Design, Postmortem, Production, Game Developer Magazine, North America

New, Better, More: Epic's Cliff Bleszinski on Designing Gears of War 2 4
by Chris Remo [10.24.08]
With Gears Of War 2 just around the corner, Gamasutra talks in-depth to Epic design director Bleszinski about the franchise's evolution, game prototyping, and expanding game narrative.
Design, Interview, Console/PC, North America

Postmortem: Naughty Dog's Uncharted: Drake's Fortune 6
by Richard Lemarchand, Neil Druckmann [10.08.08]
Naughty Dog calls Uncharted their 'biggest and most complex' challenge yet, and shares successes and stumbles in this fascinating postmortem.
Design, Postmortem, Production, Console/PC, North America

Afro Samurai's David Robinson: New Studio, New Problems, New Chances 4
by Array [10.06.08]
In this in-depth Gamasutra interview, we go inside Namco Bandai's internal U.S. development studio with senior producer David Robinson, discussing outsourcing and art direction for Afro Samurai.
Design, Interview, Console/PC, North America

Postmortem: Brothers in Arms: Double Time 3
by Kurt Reiner, Kristin Price [09.30.08]
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time.
Design, Postmortem, Programming, Production, Console/PC, North America

A New Vocabulary For Development: Chuck Beaver And Dead Space 7
by Chris Remo [09.29.08]
The M-rated sci-fi horror game Dead Space may potentially be another important milestone in EA's renaissance -- we talk to senior producer Chuck Beaver on gore, no cut-scenes, and our medium
Design, Interview, North America

Saving Street Fighter: Yoshi Ono on Building Street Fighter IV 8
by Array [09.26.08]
Gamasutra quizzes Street Fighter IV supremo Yoshi Ono on the details behind the fighting game's return -- from 'hardcore vs. casual' to animation skipping, complex tactics and beyond.
Design, Interview, North America, Asia & India