|
|
|
|
|
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, Game Design, Interview
|
|
|
|
The 'Swery Game': Hidetaka Suehiro on Deadly Premonition
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, Game Design, Interview
|
|
|
Turning Nintendo: The Donkey Kong Country Returns Interview
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, Game Design, Interview
|
|
|
25 Years Of Dragon Quest: An Interview With Yuji Horii
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, Game Design, Interview
|
|
|
The Replay Interviews: Will Wright
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, Game Design, Interview
|
|
|
BioWare 2011: The Doctors Speak
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, Game Design, Interview
|
|
|
The Complicated Workings of The Witcher 2
by Christian Nutt
[05.17.11]
In this in-depth interview, CD Projekt Red senior producer Tomasz Gop discusses the development of The Witcher 2: Assassins of Kings and how design influenced engine building, narrative vs. player freedom, and how community influenced the game's design.
Business, Game Design, Interview
|
|
|
On The Brink Of Change
by Christian Nutt
[05.10.11]
Splash Damage CEO Paul Wedgewood discusses the creative drive behind Brink and explains its execution -- sharing the secrets of the team's drive to take the best elements of multiplayer cooperative team shooters and make them work for today's console gamers.
Game Design, Interview
|
|
|
The Crowdfunding Revolution: Making Your Choice
by R. Hunter Gough
[05.05.11]
In the second part of our series on crowdfunding, we compare and contrast the different funding options available to game developers, so you can choose the one that fits best for you -- including a useful chart, and quotes from many of them.
Business, Interview, Indie, Console Digital
|
|
|
A Decade On, Halo Charts Its Course
by Christian Nutt
[05.02.11]
In this interview, 343 Industries franchise development director Frank O'Connor explains the path forward for Microsoft's platform-defining mega-franchise Halo, including its organic growth into a transmedia powerhouse and what the passing of the torch from Bungie really means.
Business, Game Design, Interview
|
|
|
|