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March 17, 2010
 
Majesco Profits, Revenues Slide In Fiscal Q1
 
New Turtle Rock Studios Game In The Works
 
Lucid Attracts $8M On Strong Sales Of Multi-GPU Chip
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March 17, 2010
 
ArenaNet
Senior - Level Technical Artist
 
Riot Games
Technical Director - Game
 
Edge of Reality
Flash UI Programmer
 
EA Redwood Shores
Outsourcing Modeler/Reviewer - Character & Object/Environment
 
PopCap Games
UI Artist
 
Pitchblack Games
Programmer - HERO Script
 
Treyarch / Activision
UI Artist
 
Ubisoft
Technology Director
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Latest Blogs
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March 17, 2010
 
Small Worlds bits.
 
Two-Part Shadow Maps
 
GDC: The Fantasy of Control Part VI - The Sound of Music
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About
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Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Production
 
4
Postmortem: Sega/Other Ocean's Super Monkey Ball 2 by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business, Game Design, Postmortem, Programming, Production
 
 
10
A Distinct Vision: Nick Earl And Visceral Games by Christian Nutt [02.22.10]
EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles. How does that transition work? We speak to Nick Earl, the studio's general manager, to find out.
Business, Game Design, Production, Interview
 
2
Ten Vicious Years: A Retrospective Interview by Christian Nutt [02.19.10]
North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago, and in that time the company and the industry have changed drastically -- Gamasutra spoke to its founders, Eric Peterson and Wayne Harvey, to find out more about that journey.
Business, Game Design, Production, Interview
 
23
The Road To Hell: The Creative Direction of Dante's Inferno by Christian Nutt [02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
 
4
Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond by Eric Peterson [02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business, Game Design, Postmortem, Production
 
9
Postmortem: Over the Top Games' NyxQuest: Kindred Spirits by Rob de Lara [01.27.10]
The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.
Business, Game Design, Postmortem, Production
 
0
Postmortem: Torus Games' Scooby-Doo! First Frights by Nicole Goodfellow [01.13.10]
Though they'd never developed a complex story-based game before, Torus Games took on the challenge of working with Warner Bros. on Scooby-Doo! First Frights -- and in this postmortem, outlines how the small team delivered a Wii game that lives up to the ideas and ideals it started with.
Business, Game Design, Postmortem, Programming, Production
 
8
Postmortem: Blitz Games' Droplitz by Chris Swan [01.06.10]
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Business, Postmortem, Programming, Production
 
5
Postmortem: Ronimo Games' Swords & Soldiers by Fabian Akker, Jasper Koning [12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Business, Game Design, Postmortem, Programming, Production