The Tightrope Walk: Hitman Absolution, Freedom, and Realism 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
An Assassin's Revolution by Kevin Ohannessian[10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design, Interview
The Evolution of Puzzle Craft by Artur Ganszyniec[10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/Tablet
There's Something About SWERY by Frank Cifaldi[10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Design, Interview