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Postmortem: Gaijin Games' BIT.TRIP BEAT
by Alex Neuse
[06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
[2]
Game Design, Postmortem, Production
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Quality Quality Assurance: A Methodology for Wide-Spectrum Game Testing
by David Wilson
[04.28.09]
Nintendo and Microsoft Game Studios veteran Wilson talks about the value of diverse, video game testing, suggesting a formula to make sure your game debuts with the smallest amount of bugs possible.
[4]
Business, Production
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Book Excerpt: How Game Developers Choose Leaders
by Seth Spaulding
[03.30.09]
In an extract from his new book, Team Leadership In The Game Industry, Firaxis veteran Seth Spaulding uses key examples to demonstrate how to pick leaders and discipline-specific leads within your own game development firm.
[3]
Business, Production
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Screen/Play: Narrative Postpartum
by Rafael Chandler
[03.05.09]
Game writer Rafael Chandler (MAG: Massive Action Game, Ghost Recon series) introduces the concept of 'narrative postpartum', mapping out a post-ship look at your game's narrative.
[12]
Game Design, Production
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Postmortem: Capcom/GRIN's Bionic Commando Rearmed
by Ben Judd
[01.26.09]
In this exclusive Gamasutra postmortem, Capcom's Ben Judd analyzes 2D update Bionic Commando Rearmed, from pricing to online play decisions.
[5]
Game Design, Postmortem, Production
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Postmortem: American McGee's Grimm
by Wim Coveliers
[01.22.09]
In this Gamasutra-exclusive postmortem, the creators of American McGee's Grimm honestly analyze the creation of the Chinese-developed episodic PC adventure series.
[7]
Game Design, Postmortem, Programming, Production
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Practical Game Playtesting: A Wii-Based Case Study
by Gareth Griffiths
[01.15.09]
Sidhe Interactive's Griffiths discusses in depth how the GripShift developer playtested and improved their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.
[9]
Game Design, Production
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Postmortem: RiverMan Media's MadStone
by Jacob Stevens
[01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
[19]
Game Design, Postmortem, Programming, Production
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Postmortem: Mommy's Best Games' Weapon of Choice
by Nathan Fouts
[01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
[7]
Game Design, Postmortem, Programming, Production
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