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September 24, 2020
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Features » Business/Marketing
Saboteurs, Smugglers, And Stowaways 16
by Jamey Stevenson [06.07.11]
While Easter eggs have been an important part of games for many years, not all are equal in inspiration or execution, and this article looks at some of the more unusual, interesting and subversive hidden in games over the last several decades.
Business/Marketing, Design

Welcome To New Marais: Thinking Change In Infamous 2  
by Brandon Sheffield [06.06.11]
In this extensive interview Nate Fox, game director for Sucker Punch's Infamous 2, discusses the process the team went through in implementing improvements and changes to its superhero open world game -- and why location matters.
Business/Marketing, Design, Interview

The 'Swery Game': Hidetaka Suehiro on Deadly Premonition 10
by Mathew Kumar [06.03.11]
Hidetaka "Swery" Suehiro discusses his cult hit Deadly Premonition, revealing the auteur behind a work of misunderstood genius -- one who while acknowledging the mistakes made in the game's development, also deeply and clearly understands precisely the ingredients that made it so special.
Business/Marketing, Design, Interview

The Belly of the Whale: Living a Creative Life in the Games Industry 20
by Bob Bates [06.02.11]
In this comprehensive article, based on a popular GDC 2011 lecture, Zynga chief creative officer for external studios Bob Bates tackles the thorny issue of why the industry hemorrhages talent, and how to make sure you are creatively fulfilled.
Business/Marketing, Design

The Story Of ANMA: Two Schoolboys And A Game Development Dream 4
by Simon Parkin [06.01.11]
How do two teens briefly become some of the best known independent developers in their country? This is the story of ANMA, a fruitful collaboration between two Dutch students, creating memorable games for the MSX computer in the '90s.
Business/Marketing, Indie

Turning Nintendo: The Donkey Kong Country Returns Interview 13
by Brandon Sheffield [05.30.11]
What does it take to become a Nintendo studio, and to make a Nintendo game? Producer Kensuke Tanabe, who works at the company's Kyoto HQ, and Retro Studios president and CEO Michael Kelbaugh discuss the thinking that has enabled the studio to deliver great first party games.
Business/Marketing, Design, Interview

25 Years Of Dragon Quest: An Interview With Yuji Horii 24
by Christian Nutt [05.27.11]
An in-depth interview with Yuji Horii, creator of Dragon Quest, which remains the most popular console IP in Japan and the root of the country's obsession with RPGs -- a calm center to the storm the game industry faces in the region.
Business/Marketing, Design, Interview

Fighting The Friction: An Overview Of The Android Market For Game Developers 7
by Andrew Webster [05.26.11]
Unlike the iOS platform, whose App Store is the only legitimate way to get commercially-released games into the hands of players, Google's Android platform allows for many different options -- and in this article, Gamasutra explores several of them to find out just what developers should know before selecting one.
Business/Marketing, Smartphone/Tablet

The Replay Interviews: Will Wright 4
by Tristan Donovan [05.23.11]
In this interview, Will Wright discusses his entry into game making, the creation of SimCity and the development of The Sims. Along the way Wright talks about how constructivist education theories seeped into his work.
Business/Marketing, Design, Interview

BioWare 2011: The Doctors Speak 14
by Kris Graft [05.19.11]
In this extensive interview, Ray Muzyka and Greg Zeschuk, founders of BioWare, speak to Gamasutra about the company's current efforts -- from Dragon Age II to Star Wars MMO The Old Republic, DLC launches, and beyond.
Business/Marketing, Design, Interview