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Postmortem: Team Meat's Super Meat Boy
by Edmund McMillen, Tommy Refenes
[04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business, Game Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital
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The Tale Of The Tools That Made Dead Rising 2
by Tom Niwinski
[04.05.11]
How to handle the population and testing of an open world game with thousands of items and hundreds of NPCs? Capcom Game Studio Vancouver technical director Tom Niwinski describes the toolset the team constructed for Dead Rising 2.
Game Design, Programming, PC, Console/PC
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Fixing Final Fantasy XIV: The Yoshida Interview
by Christian Nutt
[04.01.11]
In this extensive interview, the producer of Final Fantasy XIV, Naoki Yoshida -- brought onto the project to try and rescue it from a disastrous launch -- details the work ahead of him and explains why he thinks he can save the game.
Business, Game Design, Interview, PC, Console/PC, Social/Online
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The Replay Interviews: Rob Fulop
by Tristan Donovan
[03.23.11]
Developer of iconic games such as Demon Attack (Imagic, Atari 2600), Night Trap (Digital Pictures, Sega CD), and Petz (PF Magic, PC) speaks about his career and the evolution of games and game technology.
Business, Game Design, Interview, PC, Console/PC
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Where Games Go To Sleep: The Game Preservation Crisis, Part 3
by John Andersen
[03.10.11]
In the final installment of our series on video game preservation, Gamasutra presents the results of a survey sent to major developers, publishers, and platform holders about their efforts -- and failures -- in creating archives of their games and associated info.
Business, Visual Art, PC, Console/PC
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Gamasutra's Best of 2010
by Gamasutra Staff
[12.30.10]
With 2010 now at an end, the Gamasutra editorial team is proud to present a round-up of its individual charts and countdowns for this resurgent year for video games, published on the website over the past few weeks.
Business, Game Design, PC, Console/PC, Mobile Phone, Mobile Console
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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.
Business, Game Design, PC, Console/PC, Mobile Phone, Mobile Console, Smartphone/Tablet
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20 Years Of Evolution: Scott Miller And 3D Realms
by Benj Edwards
[08.21.09]
The shareware innovator charts a path through his origins as a programmer in high school all the way to the future of his work with Radar, his new company dedicated to IP formation and evolution.
Programming, Interview, PC
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NPD: Behind the Numbers, March 2009
by Matt Matthews
[04.18.09]
Continuing Gamasutra's market-leading U.S. game sales analysis, full March NPD coverage includes a look at Q1 console sales analysis, year on year, analysis of M-rated sofware on DS and Wii, and more.
Business, PC, Console/PC
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Developing AI in Darwinia
by Gary Chambers
[04.18.09]
In a detailed AI-focused postmortem, Introversion's Gary Chambers discusses the challenges and successes of creating the AI system for Darwinia and its multiplayer counterpart Multiwinia.
Postmortem, Programming, PC, Console/PC, Indie
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