Sponsor
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
Latest News
spacer View All spacer
 
November 7, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [5]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 7, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Activision - Bay Area
Sound Designer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 7, 2009
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study
 
Defining "Hard Core" and "Casual"? [10]
 
Comparative Ludology: A Case Study Using The Sims and Total War
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

Features » Business
  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. [3]
Business, Game Design, Interview
 
 
Small Developers: Minimizing Risks in Large Productions - Part I by Troy Dunniway [11.03.09]
Experienced game developer and manager Troy Dunniway, a veteran of studios like Microsoft, EA, Insomniac, and Ubisoft, discusses some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them. [7]
Business
 
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. [11]
Business, Game Design, Visual Art, Interview
 
Sony's Software Strategy: Shuhei Yoshida Speaks by Thomas Puha [10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more. [3]
Business, Game Design, Interview
 
Ancients Reborn: Launching League of Legends by Chris Remo [10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more. [4]
Business, Game Design, Interview
 
The Design of StarCraft II by Chris Remo [10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics. [23]
Business, Game Design, Interview
 
Working by Torchlight by Chris Remo [10.23.09]
Runic Games' Travis Baldree and Max Schaefer talk to Gamasutra about next week's debut of PC action RPG Torchlight, plans for an MMO incarnation, launching into 2009's PC market, community empowerment, and essential design concepts for the action-RPG genre [5]
Business, Game Design, Interview
 
Kill Polygon, Kill: Violence, Psychology, and Video Games by Michael Thomsen [10.22.09]
It's true, many video games have violent elements in them. But what does that mean? We talk to Silent Hill producers, abstract indie game creators and the Grand Theft Childhood book co-writer to look at the pluses and minuses of violence as a tool for expression in games. [36]
Business, Game Design
 
NPD: Behind the Numbers, September 2009 by Matt Matthews [10.21.09]
Gamasutra's latest comprehensive NPD analysis looks at the U.S. console retail figures for September 2009, with spotlights on the music game genre, hardware price cuts, Wii, console DLC and more. [6]
Business