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April 22, 2019
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Matthew Burns's Blog   Expert Blogs

 
 

Expert Blogs

Posted by Matthew Burns on Mon, 21 Sep 2015 02:00:00 EDT in Audio, Console/PC, Indie
Notes on how I approached composing the music for Infinifactory, an open-ended puzzler for PC and PS4.


Posted by Matthew Burns on Mon, 13 May 2013 03:56:00 EDT in Design, Indie
Here it is, I think: the moment the world of video games definitively chunked up into discrete groups and congealed.


Posted by Matthew Burns on Fri, 19 Mar 2010 12:20:00 EDT in
A series of daily scene reports from GDC 2010 in and around the Moscone Center, San Francisco. Part VII: Back home. Trends. Video games.


Posted by Matthew Burns on Wed, 17 Mar 2010 09:59:00 EDT in
A series of daily scene reports from GDC 2010 in and around the Moscone Center, San Francisco. Part VI: A parade and Trauma.


Posted by Matthew Burns on Mon, 15 Mar 2010 04:45:00 EDT in
A series of daily scene reports from GDC 2010 in and around the Moscone Center, San Francisco. Part V: Baiyon and incandescence.


Posted by Matthew Burns on Sat, 13 Mar 2010 12:40:00 EST in
A series of daily scene reports from GDC 2010 in and around the Moscone Center, San Francisco. Part IV: Workflows and fluency.



Matthew Burns's Comments

Comment In: [Feature - 11/23/2010 - 04:50]

I played and enjoyed Vanquish ...

I played and enjoyed Vanquish quite a bit. I thought it was a solid title from a pure game standpoint, but I also felt the story and characters might be a bit distant-feeling to a mainstream Western and more specifically, American audience. So I would put Vanquish in the category ...

Comment In: [News - 08/17/2010 - 12:53]

I am considering licensing it ...

I am considering licensing it on name alone.

Comment In: [News - 07/09/2010 - 05:15]

The Japanese game industry - ...

The Japanese game industry - the one that pays its employees about half of what Western developers pay theirs - wonders where all the motivation has gone

Comment In: [Blog - 11/10/2009 - 05:58]

Hi Patrick, Not at all, ...

Hi Patrick, Not at all, I'm thrilled to see someone so interested in the details. The visual feedback is definitely something we are still working on - it is a little easier to feel the difference when playing, but overall I do believe the tie-up could be stronger and it ...