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The Dust of Everyday Life: The Art of Building Characters
by Takayoshi Sato
[02.18.10]
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine.
Game Design, Visual Art, Game Developer Magazine
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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.
Game Design, Game Developer Magazine
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Game Developer's Front Line Awards 2008
by Jeffrey Fleming
[01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
Audio, Game Design, Programming, Visual Art, Game Developer Magazine
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Thinking With Portals: Creating Valve's New IP
by Jeep Barnett, Kim Swift, Erik Wolpaw
[11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Game Design, Postmortem, Production, Game Developer Magazine, North America
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Ode to Short Dialog: Reconsidering the Sound Bite
by Ben Schneider
[10.14.08]
Big Huge Games narrative designer Schneider steps up to discuss why you should keep dialog short and sweet in games, arguing: "the sound bite is more poetry than prose -- and poetry is a powerful thing."
Audio, Game Design, Game Developer Magazine
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A Sense of Fun: Anybody Could Be Your Player 1
by Masaya Matsuura
[10.07.08]
In an impassioned opinion piece, seminal Parappa co-creator and 'father of music games' Matsuura talks about his hopes for the future of games as tangible experiences with positive feelings attached.
Audio, Game Design, Game Developer Magazine
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Procedural Spooling In Games
by Mick West
[10.02.08]
In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games
Programming, Game Developer Magazine, Visual Computing
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Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10
by Joshua Doss
[08.27.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
Programming, Game Developer Magazine, Visual Computing
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The Code/Art Divide: How Technical Artists Bridge The Gap
by Jason Hayes
[08.20.08]
In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.
Programming, Visual Art, Game Developer Magazine
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Interview: Buena Vista's Good View - Graham Hooper on Disney's Plans for Winning Hearts
by Brandon Sheffield
[04.04.05]
In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista chart a new course. Hopper talks about Disney's role in allowing Buena Vista to focus on a core gamer audience.
Business, Game Developer Magazine
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