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May 18, 2012
 
Facebook's anemic IPO takes heavy toll on Zynga [2]
 
Gamasutra Classics: Behind the scenes of Tom Clancy's Rainbow Six
 
Could digital sales also be contracting? [16]
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May 18, 2012
 
Roblox
Game Developer – ROBLOX – Fast Growing...
 
Nexon America, Inc.
Game Development Intern
 
Inhance Digital Corp
Technical Services and Tradeshow Support
 
Industrial Light and Magic
Creature ATD
 
FLOAT (hybrid entertainment)
UX/UI Designer
 
Riot Games
Fraud Prevention Manager
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Latest Blogs
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May 18, 2012
 
Pleasure without learning leads to addiction [4]
 
Gen4: The Hard Sell All Around [5]
 
A Grim Reminder: An analysis of Legend of Grimrock [10]
 
Game On exhibition - Celebrating its 10th Anniversary!
 
The Real Cost of Diablo 3's Real Money Auction House [27]
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About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
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Features

Features » Interview
 
4
A Personal Journey: Jenova Chen's Goals for Games
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie
 
 
45
The Devil's Workshop: An Interview with Diablo III's Jay Wilson
by Kris Graft [05.14.12]
The director of Diablo III, Jay Wilson, shares his feelings on documentation, the true job of the designer -- including who should not pursue that career path -- and the true meaning of "it's done when it's done".
Design, Interview
 
18
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
 
15
The Future According to Epic's Tim Sweeney
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview
 
1
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
 
2
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
 
3
Following Your Instincts: Developing Darksiders II
by Christian Nutt [04.16.12]
How do you keep morale up? How do you ensure that you cut the right things? And when is feature creep a good thing? In this interview, Vigil Games general manager David Adams and creative director Joe Madureira discuss building Darksiders II.
Design, Production, Interview
 
6
The Structure of Fun: Learning from Super Mario 3D Land's Director
by Christian Nutt [04.13.12]
How does Nintendo do it? In this extensive interview, Super Mario 3D Land director Koichi Hayashida discusses his career, the lessons he learned from Shigeru Miyamoto, and how he formulated his own philosophy for game design.
Design, 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
 
   
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