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Television, Meet Games
by Paul Hyman
[02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
Business, Game Design, Interview
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Two Halves, Together: Patrick Gilmore On Double Helix
by Christian Nutt
[02.08.10]
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development.
Business, Game Design, Interview
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The Road To Hell: The Creative Direction of Dante's Inferno
by Christian Nutt
[02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
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The Sensible Side of Immersion
by Neils Clark
[02.04.10]
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.
Game Design
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Jumpstarting Your Creativity
by Brad Meyer
[02.03.10]
Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative spark once it's fled.
Audio, Game Design
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Truth in Game Design
by Scott Brodie
[02.02.10]
What does "truth in game design" mean? Microsoft Game Studios producer/designer Scott Brodie explores the nature and implications of how truth can be created and communicated in game design, via several case studies.
Game Design
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Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond
by Eric Peterson
[02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business, Game Design, Postmortem, Production
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Developers React: The iPad's Future
by Kris Graft, Christian Nutt
[01.29.10]
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's newly-announced iPad.
Business, Game Design
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The Next Big Steps In Game Sound Design
by Damian Kastbauer
[01.28.10]
Technical sound designer Damian Kastbauer breaks down the current generation's innovations in sound design from a technical perspective, outlining what current games can do aurally, and speaks to other developers to find out more.
Audio
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