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Latest News
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December 25, 2009
 
2009 Holiday Greetings From Gamasutra [2]
 
Interview: Kill Screen & The Evolution Of Game Magazines [5]
 
Special: 2009's Game Developer Xmas Cards, Part 1
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Latest Jobs
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December 25, 2009
 
Blizzard Entertainment
3D Environment Artist, Next-Gen MMO
 
Gameloft Montreal
3D Artist - Project Asphalt 6
 
EZD Productions
Sr. Rendering/Systems Programmer
 
Koei Canada Inc.
CG Animator (XSI)
 
Blizzard Entertainment
Art Manager, World of Warcraft
 
Blizzard Entertainment
Dungeon Artist, World of Warcraft
 
Guerrilla Games
Senior Multiplayer Designer
 
Blizzard Entertainment
Lead 3D Character Artist, Next-Gen MMO
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Latest Blogs
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December 25, 2009
 
The Cattle Prod [3]
 
Gifted Games
 
Game Development in India: The Road Ahead [5]
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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
 
Features

  Gamasutra's Best Of 2009 by Chris Remo, Christian Nutt, Kris Graft, Danny Cowan, Leigh Alexander, Brandon Sheffield [12.24.09]
Ending out 2009, Gamasutra puts together the definitive compilation of our year-end lists, from disappointments through game of the year and beyond, with bonus reader feedback. [2]
Business, Game Design, PC, Console, Mobile Phone, Mobile Console
 
 
Persuasive Games: Puzzling the Sublime by Ian Bogost [12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost. [4]
Game Design
 
The Art Of Game Polish: Developers Speak by J. Matthew Zoss [12.22.09]
Polishing a game can lead to vastly increased user satisfaction -- but how do you identify, execute, and allocate resources for the polish process? Developers from BioWare, Epic Games, and other studios weigh in. [13]
Game Design, Programming
 
Ron Gilbert: A New Adventure by Chris Remo [12.21.09]
Adventure game veteran and Monkey Island creator Ron Gilbert talks to Gamasutra on the production processes behind his once-episodic title DeathSpank, and how the very nature of game development influences creative direction. [4]
Business, Game Design, Interview
 
Fifteen Years of Warcraft: The Interview by Chris Remo [12.18.09]
Blizzard's Samwise Didier and J. Allen Brack chart the history of the Warcraft RTS and now MMO franchise from humble beginnings, while discussing the present and future of the series, the company's evolution, and the mainstreaming of geek culture. [3]
Business, Game Design
 
Rethinking the Trinity of MMO Design by Brian Green [12.17.09]
Experienced MMO designer Brian "Psychochild" Green pulls at the MMO trinity -- Tank/Healer/DPS -- to examine whether or not this pillar of combat design can be pulled apart, modified, or even changed fundamentally. [52]
Game Design
 
A Brave New Medium: Facebook versus World of Warcraft by Michael Thomsen [12.16.09]
We speak with key figures at Facebook, ngmoco, EA, and others about interaction, interfaces, and accessibility in a digital world comprised of everything from Facebook to Modern Warfare. [12]
Business, Game Design
 
Sponsored Feature: Former Game Creator Taps Unreal Engine 3 For World of Chadam by John Gaudiosi [12.16.09]
In this sponsored feature, part of Intel's Visual Computing site, former Monolith head Jace Hall discusses Chadam, a new Unreal Engine-powered animated series using the engine for surreal, intriguing -- and initially non-interactive -- means.
Game Design, Programming, Visual Computing
 
Postmortem: Freeverse's Top Gun For iPhone by Justin Ficarrotta [12.15.09]
Freeverse designer and programmer Justin Ficarrotta recounts what went right and what went wrong with the development of the iPhone game Top Gun, and how fans should always be in mind when working on a licensed game. [4]
Business, Game Design, Postmortem, Programming, Production