 |
 |
 |

| |
|
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.
[1]
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.
[3]
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
|
| |
|
Building Social Success: Zynga's Perspective
by Christian Nutt
[11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits.
[5]
Business, Game Design, Interview
|
| |
|
Small Developers: Minimizing Risks in Large Productions - Part I
by Troy Dunniway
[11.03.09]
Experienced game developer and manager Troy Dunniway, a veteran of studios like Microsoft, EA, Insomniac, and Ubisoft, discusses some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them.
[7]
Business
|
| |
|
Valve's Writers And The Creative Process
by Kris Graft
[11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
[12]
Business, Game Design, Visual Art, Interview
|
| |
|
Sony's Software Strategy: Shuhei Yoshida Speaks
by Thomas Puha
[10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more.
[3]
Business, Game Design, Interview
|
| |
|
A Holistic Approach to Game Dialogue Production
by Rob Bridgett
[10.29.09]
How do you organize and structure the creation of dialogue for video games, "perhaps the single most important aspect of video game audio"? Game audio veteran Bridgett (Prototype, Scarface) examines the key issues and possible solutions.
[7]
Game Design
|
| |
|
Ancients Reborn: Launching League of Legends
by Chris Remo
[10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more.
[4]
Business, Game Design, Interview
|
| |
|
 |