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Latest News
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March 14, 2010
 
GDC: Will Wright Peels Back Layers Of Entertainment, Games [3]
 
GDC: Refining The Real-Time Combat In Mass Effect 2 [3]
 
GDC: EA's Cousens Talks Social Gaming's Wal-Mart Parallel [3]
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Latest Jobs
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March 14, 2010
 
Liquid Entertainment
Flash and ActionScript Programmer
 
Liquid Entertainment
Scripter (Contractor)
 
Trion San Diego
MMO Producer
 
PlayFirst
Software Engineer, Social Games, PHP
 
Disney Interactive Media Group
Game Design Intern - Summer '10
 
LucasArts
Level Designer
 
Vicarious Visions / Activision
UI Artist
 
LucasArts
Senior Character TD
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Latest Blogs
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March 14, 2010
 
GDC: The Fantasy of Control Part IV [1]
 
Novice Ultra Mode: An Oxymoron For Us All
 
GDC: The Fantasy of Control Part III [1]
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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
 
Feature Submissions
Features

 
4
Your (Brief) Guide To GDC 2010 by Gamasutra Staff [03.07.10]
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks, including guides to many promising sessions from top-notch international speakers.
Game Design
 
 
6
Battlefield Logistics: A Bad Company 2 Interview by Chris Remo [03.05.10]
EA DICE's console-targeted shooter makes its second foray into the market this week, and here senior producer Patrick Bach discusses the series' and the gaming audience's evolution -- and how that touches the game's design.
Business, Game Design, Interview
 
21
The State of Agile in the Game Industry by Clinton Keith [03.04.10]
Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks, and presents here comments from developers on the process at their companies.
Business, Game Design
 
21
Persuasive Games: Shell Games by Ian Bogost [03.03.10]
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?
Game Design
 
8
The State of the Nordic Development Scene by Andrew Hayward [03.02.10]
We speak with Nordic developers about the current state of the region's game development scene, focusing on the struggles and strengths of a region known for top-notch games and business challenges.
Business, Game Design
 
10
Careful, Capcom: Christian Svensson Speaks by Brandon Sheffield [03.01.10]
Capcom's U.S. VP speaks candidly about the company's plans, its development strengths, business realities, and recent comments made by its Japanese management that the U.S. will no longer be a force for IP generation.
Business, Interview
 
9
On Changing The Shape Of Interaction by Chris Remo [02.26.10]
Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of Conviction's co-op mode, which he directed.
Game Design, Interview
 
4
In The Loop: Planning for Feedback in Video Game Audio Production by Rob Bridgett [02.25.10]
Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects.
Audio
 
4
Postmortem: Sega/Other Ocean's Super Monkey Ball 2 by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business, Game Design, Postmortem, Programming, Production