Tutorials: Learning To Play34 by Sheri Graner Ray[10.06.10]
Why do game tutorials suck so much, and who are they for? Experienced developer and author Sheri Graner Ray takes a look at different styles of knowledge acquisition and posits a way to design tutorials that will more effectively satisfy a broader audience.
Design, ArtThe Bleeding Edge: Cevat Yerli On Crytek2 by Chris Remo[09.24.10]
The Crytek CEO talks about the future of shooter game design, the inevitability of 3D as the next wave for gaming, and how its diverse, seven studio organization has allowed the company to quietly become one of the biggest independents in games.
Business/Marketing, Design, Art, InterviewPostmortem: Dejobaan Games' Aaaaa! -- A Reckless Disregard for Gravity19 by Ichiro Lambe, Dan Brainerd, Leo Jaitley[09.22.10]
Indie developer Dejobaan Games discusses what went right and what went wrong creating IGF 2010 finalist Aaaaa! -- and the choices that made the game unique.
Audio, Business/Marketing, Design, Postmortem, Production, Art, IndieFrom Ancient Greece To Halo: Art Tradition In Today's Games9 by Chris Solarski[09.08.10]
Former Sony Computer Entertainment artist Chris Solarski takes us on a tour of art from classical to modern, and in the process shows how film and game art are underpinned by foundational concepts.
Design, ArtAn Artist's Eye: Applying Art Techniques to Game Design11 by Andy Tudor, Rob Kay[08.31.10]
Does the Golden Ratio have application in game design? These two trained artists -- Rob Kay, lead designer of Guitar Hero and Rock Band, and Andy Tudor, lead designer on Need for Speed: Shift, follow classic art training -- so they may know what they are talking about.
Design, ArtBuilding Civilization V9 by Chris Remo[08.11.10] Civilization V lead designer Jon Shafer takes us on a tour of the foundational strategy series' next episode -- which sees him taking the reins of development for the first time.
Audio, Design, Production, Art, InterviewTechnology, Design: Rage8 by Chris Remo[08.06.10]
Id's Matt Hooper goes in-depth on the design and tech considerations that have pushed the team into an entirely new way of working in this comprehensive interview about the company's 2011 PC and console game.
Design, Production, Art, InterviewBack To Basics With Mortal Kombat7 by Kris Graft[08.04.10]
Original Mortal Kombat co-creator Ed Boon takes us behind the scenes of the classic franchise's deceptively complex resurrection, from 'fatality meetings' and story focus to the state of the genre.
Design, Art, InterviewTaking Back Fallout19 by Chris Remo[08.02.10]
Obsidian Entertainment CEO Feargus Urquhart discusses design opportunities that have arisen developing Fallout: New Vegas, and how being one of the series original creators' affected his reaction to both Bethesda's game and this new endeavor.
Design, Art, InterviewPutting the 'Epic' in Epic Mickey12 by Kris Graft[07.23.10]
In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work.
Design, Art, Interview