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Latest News
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November 5, 2009
 
THQ Approaches Profitability As Sales Fall In Second Quarter [1]
 
No Doubt Sues Activision Over General-Purpose Band Hero Avatars [7]
 
GameStop: Modern Warfare 2 To Be 'Biggest Video Game Launch In GameStop History' [4]
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Latest Jobs
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November 5, 2009
 
Nihilistic Software
Senior Console Engine Programmer
 
Sony Computer Entertainment America
Technical Artist
 
Activision - Bay Area
Lead Online/Multiplayer Designer
 
Activision - Bay Area
Lead Environment Artist
 
2K Marin
Engine Programmer
 
5TH Cell
Senior GUI Designer / Artist
 
Radical Entertainment / Activision
Senior Shader Artist
 
Sony Computer Entertainment America
Senior Staff Technical Project Manager
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Latest Blogs
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November 5, 2009
 
Comparative Ludology: A Case Study Using The Sims and Total War
 
Opinion: Create a Real PSA Against Online Hate Speech [15]
 
The Conundrum of the Multiplayer Mindshare [4]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

  Building Social Success: Zynga's Perspective by Christian Nutt [11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits. [1]
Business, Game Design, Interview
 
 
Small Developers: Minimizing Risks in Large Productions - Part I by Troy Dunniway [11.03.09]
Experienced game developer and manager Troy Dunniway, a veteran of studios like Microsoft, EA, Insomniac, and Ubisoft, discusses some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them. [4]
Business
 
Valve's Writers And The Creative Process by Kris Graft [11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2. [10]
Business, Game Design, Visual Art, Interview
 
Sony's Software Strategy: Shuhei Yoshida Speaks by Thomas Puha [10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more. [3]
Business, Game Design, Interview
 
A Holistic Approach to Game Dialogue Production by Rob Bridgett [10.29.09]
How do you organize and structure the creation of dialogue for video games, "perhaps the single most important aspect of video game audio"? Game audio veteran Bridgett (Prototype, Scarface) examines the key issues and possible solutions. [7]
Game Design
 
Ancients Reborn: Launching League of Legends by Chris Remo [10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more. [4]
Business, Game Design, Interview
 
Sponsored Feature: Fluid Simulation for Video Games (Part 2) by Michael Gourlay [10.28.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, continues a multi-part series that explains fluid dynamics and its simulation techniques. [1]
Visual Computing
 
Staying Power: Rethinking Feedback to Keep Players in the Game by Bruce Phillips [10.27.09]
In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue. [17]
Game Design, Game Developer Magazine
 
The Design of StarCraft II by Chris Remo [10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics. [23]
Business, Game Design, Interview