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In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process. ...
The Outer Worlds co-director Tim Cain tells Gamasutra about the thinking behind the game's unique "flaw" system, and how its design entices players to develop their characters in an organic, non-linear manner. ...
Fae Tactics, a grid-based strategy game by Endlessfluff Games duo Carolina Moya and Kyron Ramsey, looks to take the best elements of Japanese tactics games, and lose the elements that hold them back. ...
In this deep dive, Wilmot's Warehouse designer and artist Richard Hogg serves up a meandering and delightfully insightful look at how the emergent puzzler came to be.  ...
In this 2010 interview, Red Dead Redemption composers Bill Elm and Woody Jackson discuss developing the Western game's sound, comparing the experience to working on film score. ...
Writer Tom Cross parses out the complex blend of narrative and gameplay elements in StarCraft II for Gamasutra -- how are the characters and conversation related to the gameplay, and does it work well? ...
Take a look back at the design pillars behind the campaign of Halo 5: Guardians. ...
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains. ...
When people familiar with your work are expecting you to make surprising, fourth wall-breaking game, how do you catch them off-guard? That was the challenge Jim Crawford faced. ...
Indie game dev original Jenova Chen of Journey developer thatgamecompany explains why he's drawn to designing evocative games like Flower, Journey, and the studio's latest game Sky: Children of the Light. ...


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