Peter Molyneux: Everything's Changing by Christian Nutt[09.28.12]
Former Lionhead boss Peter Molyneux spills the beans on his inspirations and discusses what's going on with the evolution of the triple-A console industry he abandoned when he left his post as Microsoft's European creative director.
Business/Marketing, Design, Interview
10 Tips: Increasing the Effectiveness of Producers by Tristan Donovan[09.27.12]
In his latest in the 10 Tips series, Tristan Donovan interviews producers from Bigpoint, Sega, RedBedlam, and Cartoon Network to find out what the most important things to bear in mind when trying to get a full-featured game done on time are.
Production, Recruitment
Deep Dungeon: Exploring the Design of Dark Souls by Robert Boyd[09.26.12]
Robert Boyd, designer of Cthulhu Saves the World and Penny Arcade's On the Rain-Slick Precipice of Darkness 3 carefully explores the design of the popular but often misunderstood action RPG hit.
Design
Memorial: Composer Ryu Umemoto by Audun Sorlie[09.25.12]
Though not very well known in the West, Ryu Umemoto (a composer for shmup creator Cave, among others) was a beloved member of the Japanese game industry who tragically died at the young age of 37 just last year -- and in this article, journalist and friend Audun Sorlie explores his life and work.
Audio, Business/Marketing
How Resident Evil 6 Happens by Christian Nutt[09.21.12]
What goes into making a game like Resident Evil 6? In this interview, executive producer Hiroyuki Kobayashi, producer Yoshiaki Hirabayashi, and director Eiichiro Sasaki discuss this task at length, describing how the game was developed using an entirely new production methodology for the studio.
Design, Interview
Can Film-Inspired Project Financing Work for Games? by Yann Suquet[09.20.12]
In this extensively-researched piece, former Ubisoft associate producer, who has a masters in corporate finance, takes a long hard look at precisely how films are funded and pulls apart the question of whether the same could work for games.
Business/Marketing
Making a Prototype of the Future: The Development of Immercenary by John Szczepaniak[09.19.12]
In the heady, early days of the FPS, new developers were trying new things -- and the story of Immercenary, an all but forgotten 3DO exclusive published by Electronic Arts, is one of a new studio, new ideas, and a direction different from the genre's current status quo.
Design, Production