The Art Of The Form: Hyung-Tae Kim Speaks
by Brandon Sheffield
As one of the best-known Korean developers in the West, Hyung-Tae Kim's art has drawn fans worldwide even before his games -- including Magna Carta and Blade & Soul were released outside of Korea. Here, he talks form, influence, and moving from 2D to 3D.
Design, Art, Interview
Postmortem: Double Fine's Brutal Legend
by Caroline Esmurdoc
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art
Postmortem: Sega/Other Ocean's Super Monkey Ball 2
by Ethan Einhorn
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet
Game UI Discoveries: What Players Want
by Marcus Andrews
EA DICE designer Marcus Andrews examines the UIs of several recent games and picks apart what's required for both a novel and player-satisfying interface -- one that serves the needs of the game and its audience.
The Dust of Everyday Life: The Art of Building Characters
by Takayoshi Sato
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine.
Design, Art, Game Developer Magazine
Postmortem: WayForward's A Boy and His Blob
by sean velasco
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers.
Audio, Business/Marketing, Design, Postmortem, Production, Art
The Sensible Side of Immersion
by Neils Clark
Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.
Back In Space: BioWare On Mass Effect 2
by Christian Nutt
Lead producer Adrien Cho discusses the evolution that the studio, series, and genre is going through in this comprehensive interview about the creative process behind BioWare's anticipated shooter/RPG sequel, Mass Effect 2.
Business/Marketing, Design, Production, Art, Interview
Postmortem: Torus Games' Scooby-Doo! First Frights
by Nicole Goodfellow
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business/Marketing, Design, Postmortem, Programming, Production, Art
Postmortem: Twisted Pixel's Splosion Man
by Frank Wilson, Josh Bear
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business/Marketing, Design, Postmortem, Production, Art, Indie