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Latest News
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November 8, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [6]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
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Latest Jobs
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November 8, 2009
 
Visual Concepts
Senior Online Engineer
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
FarSight Studios
Software Engineer
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Network Programmer
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Latest Blogs
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November 8, 2009
 
Interaction in Games [1]
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [3]
 
Defining "Hard Core" and "Casual"? [14]
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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 » Production
  Postmortem: ACE Team's Zeno Clash by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process. [10]
Audio, Game Design, Postmortem, Production, Visual Art
 
 
Globalizing Production for the Future by Troy Dunniway [09.23.09]
Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards. [11]
Production
 
Gaming the System: How to Really Get Ahead in the Game Industry by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline. [22]
Audio, Business, Game Design, Programming, Production, Visual Art
 
Postmortem: Realtime Worlds' Crackdown by Phil Wilson [09.07.09]
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown. [2]
Business, Game Design, Postmortem, Production
 
From the Ashes of Mythos: The Art of Torchlight by Jason Beck [09.03.09]
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games, many of the developers behind Mythos transitioned to Torchlight, and they recount the art direction decisions behind the creation of their new IP here. [8]
Business, Game Design, Production, Visual Art
 
Postmortem: Crystal Dynamics' Tomb Raider: Underworld by Eric Lindstrom [09.02.09]
This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year, explains exactly what went right and wrong during the making of the critically acclaimed franchise update. [12]
Business, Game Design, Postmortem, Production
 
Shooting For The Stars: Blizzard's Sigaty On Developing StarCraft II by Chris Remo [08.18.09]
Gamasutra recently sat down with Blizzard's StarCraft II's lead producer Chris Sigaty, and with him delved into the practices and pressures that have lead to the PC RTS, shipping its first chapter in 2010. [19]
Business, Game Design, Production, Interview, Sponsored Feature
 
A New Attitude To Game Engineering: Embrace Change, Re-Use, Fun by Johannes Norneby, Tobias Olsson [08.06.09]
Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through applying software engineering processes to game development. [10]
Game Design, Programming, Production
 
Postmortem: ngmoco/Demiurge Studios' WordFu by Chris Linder, Justin Lokey, Stephanie Morgan [08.05.09]
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu, from swift iteration to localization complexity and beyond. [2]
Game Design, Postmortem, Production