The Evolution of Puzzle Craft7 by Artur Ganszyniec[10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/TabletFrom DICE to Danger Close: The Man Who Changed Medal of Honor4 by Christian Nutt[10.24.12]
Gamasutra sits down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer -- to change the studio's way of making multiplayer games.
Design, InterviewThere's Something About SWERY4 by Frank Cifaldi[10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Design, InterviewAdding Asynchronicity12 by Derek Bruneau[10.18.12]
Can asynchronicity work for more than simple board games? Indie developer Derek Bruneau describes the process of building asynchronous gameplay to RPG Conclave, examining the history of the form and how it works for him.
Design, Social/OnlineRapid Prototyping: Tips for Running an Effective R&D Process8 by Tom Rassweiler[10.17.12]
So you realize that it's important to prototype your ideas before launching into production -- but how do you do it? Arkadium's director of R&D, Tom Rassweiler, lifts the veil on his company's process and explains why it shifted to central R&D for new game prototypes.
Design, ProductionThe Shifting Continuum: An Arc System Works Interview6 by Brandon Sheffield[10.12.12]
Arc System Works programmer Tatsunori Ishikawa and CTO Hiroyuki Masuno discuss what makes the company's fighting games so singular.
Design, InterviewPostmortem: Stardock Entertainment and Ironclad Games' Sins of a Solar Empire: Rebellion2 by Chris Bray, Blair Fraser[10.09.12]
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
Business/Marketing, Design, Postmortem, ProductionMaking Kratos More Human19 by Christian Nutt[10.08.12]
In the latest God of War game, Ascension, the protagonist, Kratos, is human. It tells the story of his rise to power -- and in this interview, lead designer Mark Simon talks to Gamasutra about the challenge of making Kratos feel like a man again.
Design, InterviewPersuasive Games: Words With Friends Forever16 by Ian Bogost[10.02.12]
What lessons can we learn from Zynga's popular game Words With Friends? In the latest Persuasive Games, video game researcher and designer Ian Bogost examines whether social games can find room to grow.
DesignPokemon's Secret Ingredient2 by Christian Nutt[10.01.12]
What makes the Pokémon franchise what it is? What does the development team focus on, and what resonates with audiences? Producer Junichi Masuda and director Takao Unno offer up their take on what makes this world-beating franchise tick, in this new Black and White 2 interview.
Design, Interview