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Latest News
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November 7, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [5]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
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Latest Jobs
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November 7, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
 
Activision - Bay Area
Sound Designer
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Latest Blogs
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November 7, 2009
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study
 
Defining "Hard Core" and "Casual"? [10]
 
Comparative Ludology: A Case Study Using The Sims and Total War
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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

Features » 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
 
 
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. [3]
Business, Game Design, Interview
 
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. [11]
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
 
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
 
The Design of StarCraft II by Chris Remo [10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics. [23]
Business, Game Design, Interview
 
Working by Torchlight by Chris Remo [10.23.09]
Runic Games' Travis Baldree and Max Schaefer talk to Gamasutra about next week's debut of PC action RPG Torchlight, plans for an MMO incarnation, launching into 2009's PC market, community empowerment, and essential design concepts for the action-RPG genre [5]
Business, Game Design, Interview
 
EA Takes Japan: An Interview With Rex Ishibashi by Christian Nutt [10.16.09]
Publishing giant Electronic Arts is getting aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there. [3]
Business, Game Design, Interview
 
The Illusions We Make: Gearbox's Randy Pitchford by Chris Remo, Brandon Sheffield [10.12.09]
Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's "been wanting to make for 10 years." [8]
Business, Game Design, Interview