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Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
by Takayuki Isobe
[02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business, Game Design, Postmortem, Production, Visual Art
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Jerked Around by the Magic Circle - Clearing the Air Ten Years Later
by Eric Zimmerman
[02.07.12]
Games studies writers want to slay the mythical Magic Circle Jerk -- a person who espouses an overly formalistic view of play, they suggest. But does this person really exist? Original formulator of the concept, Eric Zimmerman, discusses.
Game Design
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Building the World of Reckoning
by Christian Nutt
[02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business, Game Design, Visual Art, Interview
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Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine
by Frank Cifaldi
[02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business, Game Design, Interview
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Building an iOS Hit: Phase 1
by Jeremy Alessi
[02.01.12]
In this feature, the first in a series of articles, experienced iOS developer Jeremy Alessi walks us through the initial prototype and production of his latest game, friendly.fire, which is designed to take advantage of mobile play patterns.
Game Design, Smartphone/Tablet
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Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor
[02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
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Talking Copycats with Zynga's Design Chief
by Kris Graft
[01.31.12]
Amid the heated discussion over "copycatting" and plagiarism in the games industry, Brian Reynolds, industry veteran and chief game design chief at FarmVille house Zynga talks to Gamasutra about inspiration, rip-offs and how he feels Zynga drives innovation in this exclusive interview.
Game Design, Social/Online
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Finnish Experiments, American Nightmare
by Brandon Sheffield
[01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business, Game Design, Interview
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Talking the Future of Minecraft
by Christian Nutt
[01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business, Game Design, Interview, Indie
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Postmortem: Mode 7 Games' Frozen Synapse
by Paul Taylor
[01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business, Game Design, Postmortem, Production, Indie
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