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November 24, 2009
 
Analyst: Core Games Best Investment For Publishers As Wii 'Bubble' Deflates [2]
 
Interview: Doug Lowenstein's Unique View From Outside The Games Industry [2]
 
Memory Card Maker Accuses Microsoft Of 'Predatory Conduct' In Antitrust Suit
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Latest Jobs
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November 24, 2009
 
Digital Extremes
Level Designer
 
Digital Extremes
Senior Environment Artist
 
LucasArts
Lighting/Art Technical Director
 
FreeStyleGames / Activision
Online Lead Programmer
 
FreeStyleGames / Activision
Audio Lead Programmer
 
Ubisoft San Francisco
Community Developer
 
Blue Castle Games Inc
Producer - ACTION PROJECT
 
Blue Castle Games Inc
Lead Animator - ACTION PROJECT
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Latest Blogs
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November 24, 2009
 
Volumetric Heat Diffusion Skinning
 
Megacorps Design Notes [1]
 
Managing Creativity [3]
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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
 
Features

Features » Production
  Reflecting On Uncharted 2: How They Did It by Kris Graft [11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more. [6]
Game Design, Production, Interview
 
 
Postmortem: Wadjet Eye's The Blackwell Convergence by Dave Gilbert [11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation. [2]
Game Design, Postmortem, 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Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards.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