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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.
[6]
Game Design, Interview
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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.
[7]
Business, Game Design
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iPhone Piracy: The Inside Story
by Paul Hyman
[11.18.09]
Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem, and whether there's anything that can be done about it.
[48]
Business, Mobile Phone
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And Yet It Grows: Analyzing the Size and Growth of the European Game Market
by Elisa Di Fiore
[11.17.09]
Is the European game market even more important that many think? Gamasutra sifts through data for the tremendously diverse region to discover the current shape -- and prospects for growth -- for the area's complex ecosystem.
[5]
Business
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NPD: Behind the Numbers, October 2009
by Matt Matthews
[11.16.09]
In Gamasutra's detailed NPD U.S. console/game sales analysis for October 2009, we examine Sony's post-PS3 price drop results and PSP Go launch, Nintendo's Wii price cut timing, and a possibly grim outlook for the rest of 2009.
[13]
Business
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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
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Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
by Michael Abrash
[11.13.09]
In a detailed Intel-sponsored technical article, part of its Visual Computing section on Gamasutra, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.
Programming, Visual Computing
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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
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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
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