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.
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.
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.
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.
by Gamasutra staff [07.11.13]
In this email conversation series, our UK editor Mike Rose and our news editor Kris Ligman join Christian Nutt for a wide-ranging discussion on the game. All three of have been playing New Leaf and each brings a different way of looking at the game, as you'll see.
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
by Jainan Sankalia [07.05.13]
This model explains, from a ludic perspective, the layers of understanding a player can obtain experiencing a heavily designer-authored game. Each layer of this model is based on interaction and how interaction is presented to the player and utilized by the player.
by Mike Rose [07.02.13]
Gamasutra speaks to Tarn Adams, creator of the iconoclastic and unique simulation game, about his future plans, why he doesn't fraternize with developers, and why he resolutely refuses to sell out.
by Kris Graft [06.27.13]
Double Fine may have blown the doors open on video game crowdfunding, but that didn't make Brad Muir any less nervous about leading the studio's second Kickstarter campaign.
by Yoshiaki Hirabayashi [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.