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May 25, 2013
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Features » Design
Postmortem: State of Play's Lume 3
by Luke Whittaker [11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game Lume.
Business/Marketing, Design, Postmortem, Production, Art, Indie

The Making of Warcraft's Multiplayer 7
by Patrick Wyatt [11.12.12]
In the continuing saga of the development of the game that made Blizzard's name, Patrick Wyatt discusses the first-ever online multiplayer match of the RTS, as well as explaining exactly how the developer finally got the funds to pursue the game that would make its name.
Design, Social/Online

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Postmortem: Sony Bend Studio's Uncharted: Golden Abyss 8
by Chris Reese, Jeff Ross, John Garvin, Francois Gilbert [11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production

The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule 5
by James Dilks [11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with Canabalt in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design, Interview

The Tightrope Walk: Hitman Absolution, Freedom, and Realism 9
by Christian Nutt [11.02.12]
Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview

How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style 5
by Wagner James Au [11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet

Postmortem: Humble Hearts' Dust: An Elysian Tail 17
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

An Assassin's Revolution 3
by Kevin Ohannessian [10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design, Interview

What Would Geralt Do? Witcher 2's Approach to Choice and Decision 6
by Christian Nutt [10.29.12]
CD Projekt's lead gameplay designer Maciej Szcześnik and gameplay producer Marek Ziemak walk Gamasutra through the finer points of balancing a strong character and story with player freedom.
Design, Interview