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Latest News
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November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Jobs
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November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
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Latest Blogs
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November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

  Upping The Craft: Susan O'Connor On Games Writing by Christian Nutt [11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling. [6]
Game Design, Interview
 
 
Small Developers: Minimizing Risks in Large Productions - Part II by Troy Dunniway [11.19.09]
Microsoft, EA, Insomniac, and Ubisoft veteran Troy Dunniway continues an earlier article in discussing some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them. [6]
Business, Game Design
 
iPhone Piracy: The Inside Story by Paul Hyman [11.18.09]
Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem, and whether there's anything that can be done about it. [48]
Business, Mobile Phone
 
And Yet It Grows: Analyzing the Size and Growth of the European Game Market by Elisa Di Fiore [11.17.09]
Is the European game market even more important that many think? Gamasutra sifts through data for the tremendously diverse region to discover the current shape -- and prospects for growth -- for the area's complex ecosystem. [5]
Business
 
NPD: Behind the Numbers, October 2009 by Matt Matthews [11.16.09]
In Gamasutra's detailed NPD U.S. console/game sales analysis for October 2009, we examine Sony's post-PS3 price drop results and PSP Go launch, Nintendo's Wii price cut timing, and a possibly grim outlook for the rest of 2009. [13]
Business
 
Reflecting On Uncharted 2: How They Did It by Kris Graft [11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more. [5]
Game Design, Production, Interview
 
Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency by Michael Abrash [11.13.09]
In a detailed Intel-sponsored technical article, part of its Visual Computing section on Gamasutra, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.
Programming, Visual Computing
 
Postmortem: Wadjet Eye's The Blackwell Convergence by Dave Gilbert [11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation. [2]
Game Design, Postmortem, Production
 
The Tiger And The Spider: From AAA To App Store by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development. [3]
Business, Game Design, Interview