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Latest News
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February 9, 2010
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
 
Analyst: Industry Sales To Rebound In March On Strong Core Slate
 
Road To The IGF: Star Guard's Loren Scmidt
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Latest Jobs
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February 9, 2010
 
Black Lantern Studios
3D Environment and Character Artists
 
Aechelon Technology
Senior Graphics Tools Engineer
 
Black Lantern Studios
Programmer I
 
CCP - China
Technical Artist
 
Black Lantern Studios
Associate Interface Artist
 
2K Games
Web Designer
 
Super Happy Fun Fun
Senior Software Engineer
 
Tarsier Studios
Senior Game Designer
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Latest Blogs
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February 9, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [14]
 
JETRO At GDC 2010: Finding Opportunity in the Japanese Gaming Market
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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

 
0
Television, Meet Games by Paul Hyman [02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
Business, Game Design, Interview
 
 
1
Two Halves, Together: Patrick Gilmore On Double Helix by Christian Nutt [02.08.10]
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development.
Business, Game Design, Interview
 
19
The Road To Hell: The Creative Direction of Dante's Inferno by Christian Nutt [02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
 
10
The Sensible Side of Immersion by Neils Clark [02.04.10]
Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.
Game Design
 
5
Jumpstarting Your Creativity by Brad Meyer [02.03.10]
Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative spark once it's fled.
Audio, Game Design
 
49
Truth in Game Design by Scott Brodie [02.02.10]
What does "truth in game design" mean? Microsoft Game Studios producer/designer Scott Brodie explores the nature and implications of how truth can be created and communicated in game design, via several case studies.
Game Design
 
4
Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond by Eric Peterson [02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business, Game Design, Postmortem, Production
 
16
Developers React: The iPad's Future by Kris Graft, Christian Nutt [01.29.10]
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's newly-announced iPad.
Business, Game Design
 
12
The Next Big Steps In Game Sound Design by Damian Kastbauer [01.28.10]
Technical sound designer Damian Kastbauer breaks down the current generation's innovations in sound design from a technical perspective, outlining what current games can do aurally, and speaks to other developers to find out more.
Audio