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March 4, 2021
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Features » Production
Ten Vicious Years: A Retrospective Interview 2
by Christian Nutt [02.19.10]
North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago, and in that time the company and the industry have changed drastically -- Gamasutra spoke to its founders, Eric Peterson and Wayne Harvey, to find out more about that journey.
Business/Marketing, Design, Production, Interview

The Art Of International Technical Collaboration At Square Enix 5
by Christian Nutt [02.17.10]
When Square Enix acquired Eidos, it didn't just get IP and a distribution network -- it got a Western understanding of game technology in a generation where Japan has lagged, and new group worldwide technology director Julien Merceron here speaks about taking the helm of this global organization.
Business/Marketing, Design, Production, Interview

A Closer Look at Crunch 22
by Richelle Crook [02.16.10]
Dave Prout approaches the oft-discussed topic of crunch from a different angle as he searches for the root cause. "When a team is already in production without a compelling, fun gameplay experience, it's in trouble," he says.
Business/Marketing, Design, Production

Postmortem: WayForward's A Boy and His Blob 10
by sean velasco [02.11.10]
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Two Halves, Together: Patrick Gilmore On Double Helix 1
by Christian Nutt [02.08.10]
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development.
Business/Marketing, Design, Production, Interview

The Road To Hell: The Creative Direction of Dante's Inferno 19
by Christian Nutt [02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business/Marketing, Design, Production, Interview

Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond 3
by Eric Peterson [02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business/Marketing, Design, Postmortem, Production

Postmortem: Over the Top Games' NyxQuest: Kindred Spirits 8
by Rob de Lara [01.27.10]
The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.
Business/Marketing, Design, Postmortem, Production

Back In Space: BioWare On Mass Effect 2 15
by Christian Nutt [01.25.10]
Lead producer Adrien Cho discusses the evolution that the studio, series, and genre is going through in this comprehensive interview about the creative process behind BioWare's anticipated shooter/RPG sequel, Mass Effect 2.
Business/Marketing, Design, Production, Art, Interview

American In China: McGee On Making It Work In Shanghai 11
by Christian Nutt [01.22.10]
The ex-id and EA employee speaks out on how developing games in his Shanghai-based studio Spicy Horse has given him a new perspective on development process and teamwork, and whether or not those insights could work in Western studios.
Business/Marketing, Design, Production, Interview