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May 21, 2022
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Features » Interview
Developer Roundtable: Triple-A, Free-to-Play 7
by Patrick Miller, David Daw [02.04.13]
In this Game Developer magazine reprint, find out how free-to-play games Tribes: Ascend, PlanetSide 2, and MechWarrior Online are making inroads into core PC audiences -- and how their developers view working in the space.
Business/Marketing, Design, Interview, Social/Online

The Storytelling Secrets of Virtue's Last Reward 7
by Christian Nutt [01.11.13]
What makes Virtue's Last Reward one of the best storytelling games of all time? Gamasutra speaks to director Kotaro Uchikoshi and analyzes the gameplay to uncover the secrets that make this suspenseful graphic adventure tick.
Design, Interview

The Surprising Design of Crusader Kings II 8
by Rowan Kaiser [01.06.13]
Though Paradox has been delivering niche strategy game sfor years, its latest has been a surprise hit, thanks to its design -- allowing for emerging scenarios based on the opinions of the characters in the game. Gamasutra speaks to project lead Henrik Fhraeus to find out more.
Design, Interview

Amnesia Fortnight: How Double Fine Embraces the Future 5
by Christian Nutt [01.04.13]
Can a new way of developing games save a company? Gamasutra speaks to two Double Fine developers about what the recently ended public Amnesia Fortnight means to the company, and why the failure of Brtal Legend was a blessing.
Business/Marketing, Interview, Console/PC, Indie

The Future Human: An Interview with Tim Sweeney 11
by Array [12.28.12]
How will technology empower and shape the future of games, consoles, and even human experiences in reality? Will all platforms converge into one? Or will there be a healthy future for different kinds of devices and technologies? Gamasutra speaks to Epic's Tim Sweeney.
Interview, Smartphone/Tablet

From Torment to Eternity: Chris Avellone on RPGs 12
by Saul Alexander [11.30.12]
Obsidian creative director Chris Avellone talks to Gamasutra about the tension between player stories and written narrative, how players are resurrecting the past via Kickstarter, and what Project Eternity will be.
Design, Interview

Rebooting Lara: Rhianna Pratchett on Writing for Tomb Raider 25
by Christian Nutt [11.19.12]
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for Heavenly Sword and Mirror's Edge, discusses.
Design, Interview

Third Party Developers Take on the Wii U 2
by Kris Graft, Tom Curtis [11.16.12]
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (Aliens: Colonial Marines), Ubisoft (ZombiU), THQ (Darksiders II), Straight Right (Mass Effect 3) and more to find out.
Business/Marketing, Interview

The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule 2
by James Dilks [11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with Canabalt in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design, Interview

The Tightrope Walk: Hitman Absolution, Freedom, and Realism 6
by Christian Nutt [11.02.12]
Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview