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Latest News
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November 20, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [7]
 
Opinion: Rethinking Player Death [20]
 
Class-Action Suit Filed Against Zynga, Facebook Over Offer-Based Ads [1]
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Latest Jobs
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November 20, 2009
 
Rainbow Studios
Development Manager
 
Relic Entertainment
Senior Director of Development
 
Bigpoint, Inc.
Online Marketing Manager (m/f)
 
Warner Bros Games
Sr. Software Engineer, Archives - WB Games Inc - #115354
 
CCP
Senior Animation Programmer
 
THQ, Kaos Studios
Studio Marketing Manager
 
Sledgehammer Games / Activision
Development Director
 
Gameloft Montreal
3D Artist (Various Profiles)
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Latest Blogs
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November 20, 2009
 
Planckogenesis, Part II: Song Structure & Gravy Train
 
Designing Games Is About Matching Personalities [1]
 
An Indie Developer’s “Biggest Mistake” [9]
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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

Features » Game Design
  Upping The Craft: Susan O'Connor On Games Writing by Christian Nutt [11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling. [3]
Game Design, Interview
 
 
Small Developers: Minimizing Risks in Large Productions - Part II by Troy Dunniway [11.19.09]
Microsoft, EA, Insomniac, and Ubisoft veteran Troy Dunniway continues an earlier article in discussing some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them. [4]
Business, Game Design
 
Reflecting On Uncharted 2: How They Did It by Kris Graft [11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more. [5]
Game Design, Production, Interview
 
Postmortem: Wadjet Eye's The Blackwell Convergence by Dave Gilbert [11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation. [2]
Game Design, Postmortem, Production
 
The Tiger And The Spider: From AAA To App Store by Christian Nutt [11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development. [3]
Business, Game Design, Interview
 
A Case For Virtual Game Development - Need For Speed: Shift by Simon Tomlinson [11.10.09]
In this in-depth article, Slightly Mad Studios contractor Tomlinson explains how the firm completed highly-rated EA-published console racing game Need For Speed Shift with a largely virtual team structure, with a personal perspective on how remote working can work even for larger game teams. [4]
Game Design
 
Gamasutra Versus Capcom: The Tatsunoko Interview by Christian Nutt [11.09.09]
Capcom has chosen to revitalize its Versus fighting game series in the form of Tatsunoko vs. Capcom, and Gamasutra sits down with the game's producer Ryota Niitsuma to discuss its Wii-exclusive genesis, how the project got started, and more. [7]
Business, Game Design, Interview
 
On Bringing Modern Warfare 2 To Life by Chris Remo [11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch. [6]
Game Design, Visual Art, Interview
 
Games Demystified: Dissidia Final Fantasy by Jeremy Alessi [11.05.09]
In each Games Demystified column, developer Jeremy Alessi unpacks the technique behind a game's signature gameplay -- complete with a demo -- and this time, he's be covering the Tony Hawk-esque rail grinding of Dissidia: Final Fantasy. [1]
Game Design