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May 22, 2013
Using Small Studios As Stepping Stones In Your Career
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1
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How Can You Find Jobs At Blizzard if You're an Artist?
Let’s produce HTML5 games with a serious approach.
An Object Of Lust
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Gamasutra Blog Guidelines - Updated and open for discussion
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May 22, 2013
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EA ANNOUNCES BATTLEFIELD
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
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Features
Features
» North America
A Global Phenomenon: Andersson and Judd on Capcom/GRIN's Bionic Commando
2
by
Christian Nutt
[12.05.08]
In a jocular Gamasutra interview, Capcom's Ben Judd and GRIN's Ulf Andersson discuss the companies' key
Bionic Commando
remake, from reshaping established IP to Japanese/Western contrasts.
Business/Marketing
,
Design
,
Interview
,
Console/PC
,
North America
,
Asia & India
The Designer's Notebook: The Moral Panic Isn't Over Yet
42
by
Ernest Adams
[11.25.08]
After Barack Obama's U.S. election victory, do we still have to worry about game censorship? IGDA co-founder Ernest Adams looks at an Obama administration, games and 'moral panic'.
Business/Marketing
,
Designer's Notebook
,
North America
Peeking Inside Insomniac: A Conversation With Ted Price
 
by
Christian Nutt
[11.14.08]
Gamasutra talks extensively to Insomniac CEO Ted Price, following
Resistance 2
's launch, discussing the company's history, relationship with Sony, development methodology, and much more.
Business/Marketing
,
Design
,
Interview
,
Console/PC
,
North America
Thinking With Portals: Creating Valve's New IP
7
by
Jeep Barnett
,
Erik Wolpaw
,
Kim Swift
[11.04.08]
As Valve releases an update of
Portal
for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
Design
,
Postmortem
,
Production
,
Game Developer Magazine
,
North America
New, Better, More: Epic's Cliff Bleszinski on Designing Gears of War 2
4
by
Chris Remo
[10.24.08]
With
Gears Of War 2
just around the corner, Gamasutra talks in-depth to Epic design director Bleszinski about the franchise's evolution, game prototyping, and expanding game narrative.
Design
,
Interview
,
Console/PC
,
North America
Postmortem: Naughty Dog's
Uncharted: Drake's Fortune
6
by
Richard Lemarchand
,
Neil Druckmann
[10.08.08]
Naughty Dog calls
Uncharted
their 'biggest and most complex' challenge yet, and shares successes and stumbles in this fascinating postmortem.
Design
,
Postmortem
,
Production
,
Console/PC
,
North America
Afro Samurai's David Robinson: New Studio, New Problems, New Chances
4
by
Brandon Sheffield
[10.06.08]
In this in-depth Gamasutra interview, we go inside Namco Bandai's internal U.S. development studio with senior producer David Robinson, discussing outsourcing and art direction for
Afro Samurai
.
Design
,
Interview
,
Console/PC
,
North America
Postmortem:
Brothers in Arms: Double Time
3
by
Kurt Reiner
,
Kristin Price
[09.30.08]
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the
Brothers In Arms
WWII combat franchise to Nintendo's console for the first time.
Design
,
Postmortem
,
Programming
,
Production
,
Console/PC
,
North America
A New Vocabulary For Development: Chuck Beaver And
Dead Space
9
by
Chris Remo
[09.29.08]
The M-rated sci-fi horror game
Dead Space
may potentially be another important milestone in EA's renaissance -- we talk to senior producer Chuck Beaver on gore, no cut-scenes, and our medium
Design
,
Interview
,
North America
Saving Street Fighter: Yoshi Ono on Building
Street Fighter IV
8
by
Brandon Sheffield
[09.26.08]
Gamasutra quizzes
Street Fighter IV
supremo Yoshi Ono on the details behind the fighting game's return -- from 'hardcore vs. casual' to animation skipping, complex tactics and beyond.
Design
,
Interview
,
North America
,
Asia & India
1
2
3
4
5
6
7