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May 24, 2013
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Features » Design
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

Deep Dungeon: Exploring the Design of Dark Souls 58
by Robert Boyd [09.26.12]
Robert Boyd, designer of Cthulhu Saves the World and Penny Arcade's On the Rain-Slick Precipice of Darkness 3 carefully explores the design of the popular but often misunderstood action RPG hit.
Design

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

Making a Prototype of the Future: The Development of Immercenary 8
by John Szczepaniak [09.19.12]
In the heady, early days of the FPS, new developers were trying new things -- and the story of Immercenary, an all but forgotten 3DO exclusive published by Electronic Arts, is one of a new studio, new ideas, and a direction different from the genre's current status quo.
Design, Production

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

Storytelling Without Stories: Writing for Infinite Replayability 6
by Michael Thomsen [09.17.12]
What goes into writing for a game without a linear narrative? A lot, say Valve and Madden veterans, who explain the keys to writing for games which will be played again and again.
Design

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

Guerrilla Multiplayer Development 5
by Ernest Woo [09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet

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

The Metrics of Space: Tactical Level Design 17
by Luke McMillan [09.04.12]
What makes good level design? PhD and educator McMillan -- who's worked with Ubisoft to create a curriculum for game design -- examines how point of view effects players, showcasing a variety of gameplay scenarios which show different tactical choices players may be confronted with.
Design