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January 22, 2021
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Features » Production
Building Civilization V 9
by Chris Remo [08.11.10]
Civilization V lead designer Jon Shafer takes us on a tour of the foundational strategy series' next episode -- which sees him taking the reins of development for the first time.
Audio, Design, Production, Art, Interview

Technology, Design: Rage 6
by Chris Remo [08.06.10]
Id's Matt Hooper goes in-depth on the design and tech considerations that have pushed the team into an entirely new way of working in this comprehensive interview about the company's 2011 PC and console game.
Design, Production, Art, Interview

Successful Playtesting In Swords & Soldiers 4
by Jeroen van der Heijden [07.28.10]
Dutch usability research house Valsplat's Jeroen van der Heijden shares details and insights from playtesting Ronimo's popular WiiWare strategy title throughout its conversion to PlayStation Network.
Design, Production, Indie

Postmortem: Tale of Tales' The Path 8
by Michael Samyn, Auriea Harvey [07.22.10]
Tale of Tales' Michaƫl Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms.
Audio, Design, Postmortem, Programming, Production, Art, Indie

The Real Story Of Torchlight's Music 3
by Chris Remo [07.16.10]
In this thoughtful, detailed interview, Matt Uelmen, composer for Runic Games' successful action-RPG Torchlight discusses the tactics he took in creating the music for the game, and his experiences on Diablo and WoW at Blizzard.
Audio, Production, Interview

Ron Gilbert On The Synthesis Of DeathSpank 4
by Chris Remo [07.14.10]
We catch up with beloved designer Ron Gilbert (Maniac Mansion, Monkey Island) to discuss the ins and outs of DeathSpank, discussing how the title originated, how the game's design evolved and crystallized, and what makes a good action-RPG work.
Business/Marketing, Design, Production, Interview

Square Enix in 2010: President Wada Speaks 2
by Christian Nutt [07.12.10]
One year after the acquisition of Eidos, Square Enix CEO Yoichi Wada discusses the integration, and how he hopes the company's ongoing growth efforts can bridge the gap between East and West.
Business/Marketing, Design, Production, Interview

A Deeper Look Into The Combat Design Of Uncharted 2 12
by Benson Russell [07.01.10]
Naughty Dog senior designer Benson Russell outlines the process the studio went through in designing the combat for the award-winning multimillion selling Uncharted 2 -- both in terms of what was changed from the original and the goals the team wanted to achieve.
Design, Production

Finding The Game In A Sequel To A Sequel To A Sequel 5
by Patrick Baggatta [06.29.10]
PlayFirst game design manager Patrick Baggatta tackles the difficulties in process that arise when developers struggle to make meaningful change to a sequel in a popular franchise -- in this case casual champ Diner Dash.
Business/Marketing, Design, Production

Thank You And Guys, I Love You!! - A SWERY Interview 13
by Brandon Sheffield [06.21.10]
Deadly Premonition creator Hidetaka "SWERY" Suehiro explains the cult-favorite game's unique creative decisions, the polarized reception from fans, and the breadth of his vision.
Audio, Design, Production, Interview