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Latest News
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July 4, 2009
 
CyberConnect2 Boss Talks 'Quality Of Life' For Japanese Developers [4]
 
Warner's $33M Midway Acquisition Approved By Judge [7]
 
July's Top 25 Facebook Games Topped By Zynga, MindJolt Titles
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Latest Jobs
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July 4, 2009
 
Monolith Productions
Senior Software Engineer, Game Systems
 
Monolith Productions
Senior Software Engineer, Tools
 
Trion San Diego
Terrain Artist
 
Trion Austin
Technical Systems Analyst
 
Monolith Productions
Sr. Software Engineer, Engine
 
Warner Bros Entertainment
Senior Environment Artist
 
Warner Bros Entertainment
Senior Game Designer
 
Edge of Reality
Project Art Director/Art Lead
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Latest Blogs
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July 4, 2009
 
How to Monetize Flash Games Efficiently [6]
 
Crowdsourcing Game Audio: Lessons Learnt [3]
 
Thinking Out of the Box [5]
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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
  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
 
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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