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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
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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
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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
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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
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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
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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
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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
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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
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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
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