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Latest News
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March 16, 2010
 
Stardock's Wardell Details Impulse Reactor Specifics
 
Microsoft, Nintendo Successfully Defend Controller Patent Allegations
 
IGN Lays Off Staff In 'Every Part Of The Company' [1]
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Latest Jobs
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March 16, 2010
 
Red 5 Studios
Senior Level Designer
 
Silicon Knights
ENGINE PROGRAMMER
 
Pixar Animation Studios
Image Mastering Engineer
 
Gameloft
2D Sprite / Pixel Artist
 
Backflip Studios
Game Artist 2D/3D/Mobile
 
Insomniac Games
Gameplay Programmer
 
Relic Entertainment
Associate Producer
 
Edge of Reality
Flash UI Artist
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Latest Blogs
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March 16, 2010
 
Three Rules to Balance By
 
GDC: The Fantasy of Control Part V - Baiyon And On
 
Zynga: The Future, Or Just A Bit Of It? [5]
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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
 
Feature Submissions
Features

 
9
Free To Play Games, Meet The Virtual IOU by Paul Hyman [03.16.10]
An examination of the introduction of Kwedit, a kid-centric service to allow gamers to promise to pay for virtual items and then deliver on it later may be the start of an important way to boost free-to-play revenues... or a mere blip.
Business, Game Design
 
 
4
NPD: Behind the Numbers, February 2010 by Matt Matthews [03.15.10]
In Gamasutra's latest analysis of U.S. console game retail trends, Matt Matthews examines why industry growth may finally kick in during March, while also examining music game sales and intriguing hardware trends for February 2010.
Business
 
4
Your (Brief) Guide To GDC 2010 by Gamasutra Staff [03.07.10]
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks, including guides to many promising sessions from top-notch international speakers.
Game Design
 
6
Battlefield Logistics: A Bad Company 2 Interview by Chris Remo [03.05.10]
EA DICE's console-targeted shooter makes its second foray into the market this week, and here senior producer Patrick Bach discusses the series' and the gaming audience's evolution -- and how that touches the game's design.
Business, Game Design, Interview
 
21
The State of Agile in the Game Industry by Clinton Keith [03.04.10]
Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks, and presents here comments from developers on the process at their companies.
Business, Game Design
 
21
Persuasive Games: Shell Games by Ian Bogost [03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Game Design
 
8
The State of the Nordic Development Scene by Andrew Hayward [03.02.10]
We speak with Nordic developers about the current state of the region's game development scene, focusing on the struggles and strengths of a region known for top-notch games and business challenges.
Business, Game Design
 
10
Careful, Capcom: Christian Svensson Speaks by Brandon Sheffield [03.01.10]
Capcom's U.S. VP speaks candidly about the company's plans, its development strengths, business realities, and recent comments made by its Japanese management that the U.S. will no longer be a force for IP generation.
Business, Interview
 
9
On Changing The Shape Of Interaction by Chris Remo [02.26.10]
Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of Conviction's co-op mode, which he directed.
Game Design, Interview