What if Cliff Ran the World? by Brandon Sheffield[05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview
The Inclusive Design of Kim Swift by Christian Nutt[05.04.12]
The Portal designer shares lessons she's learned over her career -- the importance of playtesting, a collaborative, democratic development environment, and how basic human psychology can be exploited by game design, as applied to new game Quantum Conundrum.
Design, Interview
How Creative Assembly's Process Breeds Quality by Christian Nutt[04.30.12]
Studio director Tim Heaton explains how the team is structured to deliver 90-plus Metacritic games, how it maintains its autonomy from Sega while still availing itself of the support a publisher-owned studio expects.
Design, Interview
Ensemble Studios: From Beginning to End, An Excerpt from Gamers at Work by Morgan Ramsay[04.23.12]
In this extract from Morgan Ramsay's Gamers at Work, which explores the challenges of starting and building developers and publishers of video games with 18 of the industry's most successful entrepreneurs, Gamasutra presents a conversation with Tony Goodman about the history of Ensemble Studios, creators of the Age of Empires series for Microsoft. The book also includes discussions with Warren Spector, Jason Rubin, and more.
Business/Marketing, Interview
A Line in the Sand: The Spec Ops Interview by Brandon Sheffield[04.02.12]
Lead designer Cory Davis takes Gamasutra on a ride through the design decisions behind Spec Ops: The Line, explaining how he hopes to bring a new aesthetic and storytelling heft to the military shooter genre.
Design, Interview