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The Formation And Evolution of CyberConnect2
by Christian Nutt
[07.03.09]
Japanese independent developer and .hack creator CyberConnect2 has made an enduring company and franchise, even while adhering to much stricter 'quality of life' than many Japanese developers. In a rare, personal interview, companypresident Hiroshi Matsuyama explains the firm's founding and how work/life balance became so important to him.
Business, Game Design, Interview
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Game Design Essentials: 20 RPGs
by John Harris
[07.02.09]
In the latest in his popular Game Design Essentials series, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick -- and why you should care.
[17]
Game Design
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Real-Time Cameras - Navigation and Occlusion
by Mark Haigh-Hutchinson
[07.01.09]
Gamasutra is proud to present an excerpt from the book Real-Time Cameras by Mark Haigh-Hutchinson, a veteran Retro Studios staffer who was diagnosed with pancreatic cancer in 2008 and passed away in 2009.
[1]
Game Design, Programming
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Persuasive Games: Gestures as Meaning
by Ian Bogost
[06.30.09]
In his latest 'Persuasive Games' column, game designer and writer Ian Bogost examines both Natal-like gesture control devices and Brenda Brathwaite's experimental board game Train, suggesting: "Perhaps the souls of our games are not to be found in ever-better accelerometers... but in the way they invite players to respond to them."
[7]
Game Design
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Sponsored Feature: BattleClinic's Chris Condon On Using Iovation To Prevent Gaming Fraud, Chargebacks
by Iovation Staff
[06.30.09]
In this Gamasutra sponsored feature from online game anti-fraud firm Iovation, the company's representatives interview customer Chris Condon on the problems of chargebacks in online games, and how Iovation helped him to deal with them.
Business
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A Different Track: Frank Gibeau Talks Strategy
by Kris Graft
[06.29.09]
President of EA's Games Label, which oversees 'core games', Frank Gibeau oversees franchises like Need For Speed and Dead Space, and talks in-depth to Gamasutra about original IP, Wii growth, and the company's changed attitudes.
[1]
Business, Game Design, Interview
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Leading The Design of APB
by Christian Nutt
[06.26.09]
Realtime Worlds' EJ Moreland talks in-depth to Gamasutra on designing All Points Bulletin's complex world, from customization to multiplayer combat to its larger vision.
[2]
Game Design, Interview
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Dramatic Play
by Stephen Dinehart
[06.25.09]
In a wide-ranging article, former Company of Heroes: Opposing Fronts narrative designer Stephen Dinehart looks at the future of game story by examining narrative theory through the ages.
[19]
Game Design
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Managing Data Relationships
by Noel Llopis
[06.25.09]
How does your game data relate to each other? In this practical technical article, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory.
Programming, Visual Computing
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