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Latest News
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September 5, 2010
 
In-Depth: Pitchford On How Gearbox Got To Own Duke Nukem Franchise [1]
 
PAX Prime 2010: Warren Spector on Game Culture in the Mainstream [33]
 
Red 5 Studios Announces Free-to-Play MMO Firefall [2]
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Latest Jobs
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September 5, 2010
 
SILICON KNIGHTS
TECH/TOOLS PROGRAMMER
 
SILICON KNIGHTS
Level Designer
 
SILICON KNIGHTS
GAME DESIGNERS
 
SILICON KNIGHTS
Gameplay Programmer
 
BioWare Mythic
2D/3D Artist
 
Kabam
QA Lead for social gaming company
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Latest Blogs
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September 5, 2010
 
Kinect and Move: from Vision to Retail [1]
 
Who Dares Wins: ProtoPlay 2010 Report
 
MMOs: Just a Matter of Time? [10]
 
Where Shank's Boss Battles Went Wrong [6]
 
Game Design, Virtual Goods and Social Games [2]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Senior News Editor:
Kris Graft
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
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Features

 
2
Deus Ex: The Human Question
by Christian Nutt [09.03.10]
Stéphane D'Astous, general manager of Eidos Montreal, discusses the development of Deus Ex: Human Revolution, and how the fledgling studio was able to staff up and tackle such a challenging project.
Game Design, Interview
 
 
11
Game Dev Collaboration: Google Docs Style
by Chris Oltyan [09.02.10]
Unsure if Google Docs is the right way to manage online collaboration with your video game team? This article takes a hard look at its strengths and weaknesses, offering examples, praise, and criticism.
Business, Game Design
 
28
A Journey Across the Main Stream: Games for My Mother-in-Law
by Dave Grossman [09.01.10]
Telltale designer Dave Grossman says gaming's limited appeal could come down to "some very basic assumptions we make about the audience versus the actual thought processes of that audience." So he tested Sam & Max on his mother-in-law.
Game Design
 
8
An Artist's Eye: Applying Art Techniques to Game Design
by Rob Kay, Andy Tudor [08.31.10]
Does the Golden Ratio have application in game design? These two trained artists -- Rob Kay, lead designer of Guitar Hero and Rock Band, and Andy Tudor, lead designer on Need for Speed: Shift, follow classic art training -- so they may know what they are talking about.
Game Design, Visual Art
 
14
Working In 'A Dying Genre On A Dying Platform'
by Chris Remo [08.30.10]
The Witcher 2 senior producer Tomasz Gop talks about the sequel to the surprisingly-successful 2007 PC-only RPG -- which as they like to joke, was a success in spite of its platform and format.
Game Design, Interview
 
0
Service in the Age of Social Media: The Next Frontier for Gaming Companies
by Duke Chung [08.29.10]
Customer service provider Parature's co-founder Duke Chung takes a look at what it takes to keep your game's customer service operation running smoothly, and offers tips on how to keep the audience engaged and satisfied.
Business, Game Design
 
11
Not So Cryptic: Neverwinter And A Studio Reboot
by Kris Graft [08.27.10]
Cryptic Studios COO and co-founder Jack Emmert candidly puts Star Trek Online and Champions Online into perspective and discusses creative decisions on the upcoming Neverwinter.
Game Design, Interview
 
0
Sponsored Feature: Make an Impact at Sledgehammer Games
by Gamasutra [08.26.10]
In this Gamasutra sponsored feature, Activision division Sledgehammer Games introduces itself and the work environment at the Bay Area development studio, currently working on the Call Of Duty franchise.
Career
 
4
Agile Game Development With Scrum: Teams
by Clinton Keith [08.26.10]
In this extract from his recent book, certified Scrum trainer Clinton Keith discusses the best composition of teams in Agile work environments -- a wealth of knowledge of what processes to establish and which pitfalls to watch out for.
Game Design