Sponsor
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
Contractors
View All
 
November 9, 2009
 
24seven3D
 
Tose Software USA
 
Technicolor
 
SomaTone Interactive Audio
 
Flame Node Studio
 
Trilogy Studios
 
GameRonins
 
Spiel Studios
 
dSonic, Inc.
 
Ladyluck Digital Media.
 
Event Calendar
spacer View All     Submit Event spacer
 
arrow IGDA Leadership Forum
Burlingame, United States
11.12.2009
 
arrow GameSoundCon
San Francisco, United States
11.13.2009
 
arrow Southwest Gaming Expo
Dallas, United States
11.20.2009
 
arrow Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.2009
spacer
Design Features

  Gamasutra Versus Capcom: The Tatsunoko Interview by Christian Nutt [11.09.09]
Capcom has chosen to revitalize its Versus fighting game series in the form of Tatsunoko vs. Capcom, and Gamasutra sits down with the game's producer Ryota Niitsuma to discuss its Wii-exclusive genesis, how the project got started, and more.
Business, Game Design, Interview
 
 
On Bringing Modern Warfare 2 To Life by Chris Remo [11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch. [3]
Game Design, Visual Art, Interview
 
Games Demystified: Dissidia Final Fantasy by Jeremy Alessi [11.05.09]
In each Games Demystified column, developer Jeremy Alessi unpacks the technique behind a game's signature gameplay -- complete with a demo -- and this time, he's be covering the Tony Hawk-esque rail grinding of Dissidia: Final Fantasy. [1]
Game Design
 
Building Social Success: Zynga's Perspective by Christian Nutt [11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits. [5]
Business, Game Design, Interview
 
Valve's Writers And The Creative Process by Kris Graft [11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2. [12]
Business, Game Design, Visual Art, Interview
  In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff [08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game.
PC, Console, Originals, Design, Production
 
 
Illuminate Labs' Beast, Emergent's Gamebryo LightSpeed Unveil Integration
by Leigh Alexander [08.10.09]
Rendering and lighting tech maker Illuminate Labs says its Beast global lighting solution can now work with Emergent's Gamebryo Lightspeed development platform through a new integration.
PC, Console, Art, Design
 
Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo [07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
  The healing potions factor.
by Ofer Rubinstein [11.08.09]
Does adding healing potions add to the game? My thoughts about this issue.
Game Design
 
 
Games are Art: New York Times
by Andrew Spearin [11.08.09]
The convergence, acceptance, and treatment of games by the mainstream media shifts from being a novelty of the Tech section, into the Arts.
Game Design
 
Interaction in Games
by Lewis Pulsipher [11.08.09]
Initial attempt to categorize types of interaction in games. Once again, derived originally from class discussion. As with all such lists, there is no single or "right" way to categorize something this complex.
Game Design
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study
by Mark Venturelli [11.07.09]
A look at design principles related to space of possibility and how to pace your casual game designs
Game Design
 
Defining "Hard Core" and "Casual"?
by Lewis Pulsipher [11.06.09]
In class we spent some time trying to differentiate between “Hard Core” and “Casual” video game players. This usually results in a fairly good list, but it’s likely more can be added to it. I’ve decided to post it to see what experienced people think.
Game Design
  Crystal Dynamics — Redwood City, CA, USA
[11.06.09]
Sr. Level Designer
Crystal Dynamics is looking for a talented, enthusiastic, and highly motivated individual who will direct and manage all aspects of level creation and definition so that the design process runs cohesively with the core experience of our projects. For this role, we are looking for an individual with outstanding communication skills and a proven track record in level design.
Game / Level Designer / Creative Director
 
 
Gargantuan Studios — San Mateo, CA, USA
[11.06.09]
Lead World Designer

Game / Level Designer / Creative Director
 
Microsoft Game Studios — Redmond, WA, USA
[11.06.09]
Multiplayer Game Design Lead - Halo

Game / Level Designer / Creative Director
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.06.09]
Mission Designer (Intermediate)
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.06.09]
Senior Level Designer
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director
 
Vigil Games — Austin, TX, USA
[11.06.09]
Senior Game Designer – Warhammer 40K MMO
In 2006, Vigil Games in Austin, TX became a part of the rapidly expanding THQ family. We are at work on the soon to be released Darksiders and the Warhammer 40K MMO. We at Vigil are on a mission to develop the kind of experience that gamers remember forever. If this sounds like your kind of place and you are a talented and passionate game developer, please take a look at our currently open positions and apply today.
Game / Level Designer / Creative Director
 
Demiurge Studios — Cambridge, MA, USA
[11.06.09]
Senior Game Designer
Demiurge Studios is an independent game developer, located near Boston. We maintain a creative, energetic atmosphere where individual input matters. We work on high profile games for pc and the latest consoles. We offer competitive salaries, benefits and sane working hours. What more could you ask for? We're looking for an experienced game designer. Communication, organization and leadership are key. We want talent, we want imagination, we want design. Our team is growing - come join us!
Game / Level Designer / Creative Director
 
THQ, Kaos Studios — New York, NY, USA
[11.06.09]
Game Designer
THQ, Kaos Studios is seeking a Game Designer to join our growing development team. We are currently working on the newly announced "Homefront" FPS. Check out our website for more information on the project, living/working in the New York City area, and our awesome studio culture. www.kaosstudios.com
Game / Level Designer / Creative Director
 
Trion Redwood City — Redwood City, CA, USA
[11.05.09]
Senior Systems Designer

Game / Level Designer / Creative Director
 
Radical Entertainment / Activision — Vancouver, BC, CAN
[11.05.09]
Mission Scripter (Intermediate)
Radical Entertainment, an operation of Activision Blizzard, Inc. is a leading developer of interactive entertainment. We are proud to have released hit titles such as Scarface: The World is Yours, Hulk Ultimate Destruction and Crash of the Titans. We are continuing to work on licensed properties and are set to deliver an original title, Prototype, in 2009. Our 50,000+ square foot studio situated on the cusp of downtown Vancouver, overlooks the coastal mountains and offers a fully stocked kitchen, in-house gym, log cabin, ski lift tickets, art gallery passes and a wide variety of training, mentorship and career development initiatives. At Radical we’re here to create great games and learn and have fun doing it. Our motto is simple: Play Work Live Breathe Games!
Game / Level Designer / Creative Director