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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
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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Game developers must reassess outdated production processes and mature their business models -- true globalization goes beyond outsourcing, and here are the risks, realities and rewards.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
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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
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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
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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
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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
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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
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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
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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
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