The Media Molecule Identity3 by Christian Nutt[09.14.12]
In this extensive interview with four of its developers, Gamasutra gets to the heart of what makes Media Molecule tick -- its focus on craft, its carefully maintained studio size, and finds out how Tearaway came into focus.
Guerrilla Multiplayer Development5 by Ernest Woo[09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet
Kickstarter for the Average Indie10 by Keith Burgun[09.12.12]
Much has been made of the major success of companies like Double Fine and inXile have found with Kickstarter -- but what can an average small team with a solid idea expect? Dinofarm Games developer Keith Burgun recounts a tale of two Kickstarters: one failed, one successful.
How DICE Does It6 by Christian Nutt[09.10.12]
Karl Magnus Troedsson, general manager at DICE in Stockholm speaks about what the team has learned over the years of creating the successful Battlefield franchise and how that then is fed from the creative core of the studio out to other developers, and about building studio culture and fostering innovation.
Devil May Cry: Born Again15 by Christian Nutt[09.07.12]
What goes into reimagining a franchise with a brand new developer -- on a different continent? Gamasutra speaks to the U.S. and Japanese producers about the creation of DmC, a UK-driven take on the demon-slaying franchise.
Steam Greenlight: Developers Speak Out31 by Mike Rose[09.05.12]
What do indie developers think of Steam Greenlight, which launched last week to a huge influx of entries? Gamasutra speaks to a host of developers about their expectations, hopes, dreams, and -- most importantly -- their first impressions and results from the fledgling service.
The Metrics of Space: Tactical Level Design16 by Luke McMillan[09.04.12]
What makes good level design? PhD and educator McMillan -- who's worked with Ubisoft to create a curriculum for game design -- examines how point of view effects players, showcasing a variety of gameplay scenarios which show different tactical choices players may be confronted with.