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September 21, 2014
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September 21, 2014
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Features » Design
Puppeteer: A macabre fairy tale game made 'the Japanese way' 9
by Christian Nutt [09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
Design, Console/PC

Animal Crossing's Strange, Unresolved Conflict 7
by Ian Bogost [09.05.13]
While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. Game designer, critic and academic Ian Bogost takes a look back at the 2002 original GameCube version.
Design

Designing local multiplayer games for microconsoles  
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
Design, Smartphone/Tablet, Microconsole

Grunge, Grrrls and Video Games: Turning the dial for a more meaningful culture 126
by Leigh Alexander [08.16.13]
The grunge music movement usurped the big-haired incumbents during the 1990s. Will a similar supersession play out in the culture of video games? Leigh Alexander offers thought-provoking commentary, originally presented at the Nine Worlds Convention in the UK.
Business/Marketing, Design

Getting from Modern War to the Future of Video Games 5
by Christian Nutt [08.14.13]
A conversation with Splinter Cell Blacklist creative director Maxime Béland and lead writer Richard Dansky about how triple-A creatives struggle to tell meaningful stories in a difficult medium.
Business/Marketing, Design, Interview, Console/PC

Going Platinum: Bayonetta 2, combat design and the Nintendo angle 2
by Christian Nutt [08.06.13]
Director Yusuke Hashimoto and producer Atsushi Inaba are determined to make Bayonetta 2 better than the original -- and talk about working with Nintendo, combat design, and what being an independent developer means.
Design, Console/PC

Sponsored: Respecting and Developing Your Game's Characters 1
by Lee Sheldon [08.05.13]
We need to respect game characters as much as we respect collision detection, says game designer and academic Lee Sheldon.
Design

He Loves Bees: An interview with Xbox's experimental storyteller 3
by Kris Ligman [07.19.13]
Gamasutra sits down with Elan Lee, father of the Alternate Reality Game (including Halo 2's landmark I Love Bees campaign), to discuss his new work with Microsoft and a future beyond the ARG.
Business/Marketing, Design, Interview, Console/PC, Social/Online, Exclusive

The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production