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May 21, 2022
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Features » North America
Life In Vegas: Surreal's Alan Patmore On Open World Innovation 2
by Christian Nutt [06.23.08]
Surreal's open-world title This Is Vegas is a vital game for publisher Midway - and studio head Alan Patmore talks in-depth to Gamasutra on code sharing and the art of designing sandbox games.
Design, Interview, Console/PC, North America

PopCap: The Complexity Of Being Casual 4
by Array [06.20.08]
PopCap's titles like Bejeweled and Peggle make them the top casual brand - here, Gamasutra talks co-founder John Vechey and CEO David Roberts about XBLA, iPhone, and an upcoming "cool collaboration" with a top console developer.
Business/Marketing, Design, Art, Interview, PC, Console/PC, Mobile Phone, Mobile Console, North America

Catching Up With Gearbox's Randy Pitchford  
by Christian Nutt [06.13.08]
Texas-based Gearbox both owns the Brothers In Arms WWII franchise, and is diversifying swiftly into areas from Samba De Amigo for Wii to an Aliens FPS - Gamasutra talks in-depth to president Randy Pitchford on challenges, successes.
Business/Marketing, Design, Interview, PC, Console/PC, North America

Combating Child Obesity: Helping Kids Feel Better by Doing What They Love 23
by Garth DeAngelis [06.10.08]
Can you create a deep, story-based title that also functions as an exergame? DeAngelis looks at the history of exercise gaming and explains how his CMU university project Winds Of Orbis tries to twin the RPG and exercising for kids.
Design, PC, Console/PC, Serious, North America

The Impact of Activision Blizzard 1
by Mathew Kumar [06.09.08]
With the giant Activision-Vivendi Games merger, announced in late 2007, still wending its way to completion, Gamasutra talks to lawyer Tom Buscaglia, journalist Michael Zenke and analyst Michael Pachter on soon to be felt ramifications.
Business/Marketing, Design, PC, Console/PC, North America

Living On The Edge: DICE's Owen O'Brien Speaks 5
by Christian Nutt [06.06.08]
EA DICE's Mirror's Edge is a notable departure for the Battlefield developer - a non-combat heavy, first-person dystopian title inspired by parkour. But how did the team prototype and iterate it? Senior producer Owen O'Brien explains.
Design, Interview, Console/PC, North America, Europe & Russia, Asia & India

MMOG Business Models: Cancel That Subscription! 27
by Array [06.05.08]
The online game market has a battle raging between subscription-based and alternative microtransaction-related business models - Gamasutra examines the matchup with SOE's John Smedley, Three Rings' Daniel James and EA Mythic's Mark Jacobs.
Business/Marketing, Design, PC, North America, Social/Online

Game Design Essentials: 20 Atari Games 9
by John Harris [05.30.08]
Atari Games, in its heyday, produced some of the most brilliant game designs the world has ever seen - from Marble Madness to Tempest and beyond - and Gamasutra compiles the 20 essentials throughout the company's long arcade career.
Design, Console/PC, North America

Giving Games A Voice: Sony's Dialog Manager Greg deBeer Speaks 2
by Array [05.28.08]
Voice acting is a surprisingly vital part of character-based game creation - and Gamasutra talks to Sony dialog manager deBeer on his work aiding titles from the God of War series to Uncharted: Drake's Fortune.
Audio, Design, Interview, Console/PC, North America

A Veteran With Character: Roger Hector Speaks  
by Array [05.22.08]
Namco VP of development Roger Hector is overseeing the new U.S. development teams for the veteran Japanese publisher, and discusses Afro Samurai, original IP, and his fascinating industry history in this Gamasutra interview.
Business/Marketing, Design, Interview, Console/PC, North America