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Small Developers: Minimizing Risks in Large Productions - Part I
by Troy Dunniway
[11.03.09]
Experienced game developer and manager Troy Dunniway, a veteran of studios like Microsoft, EA, Insomniac, and Ubisoft, discusses some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them.
[3]
Business
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Valve's Writers And The Creative Process
by Kris Graft
[11.02.09]
In a rare interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
[7]
Business, Game Design, Visual Art, Interview
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Sony's Software Strategy: Shuhei Yoshida Speaks
by Thomas Puha
[10.30.09]
Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more.
[3]
Business, Game Design, Interview
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A Holistic Approach to Game Dialogue Production
by Rob Bridgett
[10.29.09]
How do you organize and structure the creation of dialogue for video games, "perhaps the single most important aspect of video game audio"? Game audio veteran Bridgett (Prototype, Scarface) examines the key issues and possible solutions.
[7]
Game Design
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Ancients Reborn: Launching League of Legends
by Chris Remo
[10.28.09]
As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more.
[4]
Business, Game Design, Interview
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Sponsored Feature: Fluid Simulation for Video Games (Part 2)
by Michael Gourlay
[10.28.09]
This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, continues a multi-part series that explains fluid dynamics and its simulation techniques.
[1]
Visual Computing
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Staying Power: Rethinking Feedback to Keep Players in the Game
by Bruce Phillips
[10.27.09]
In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue.
[17]
Game Design, Game Developer Magazine
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The Design of StarCraft II
by Chris Remo
[10.26.09]
StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics.
[23]
Business, Game Design, Interview
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Working by Torchlight
by Chris Remo
[10.23.09]
Runic Games' Travis Baldree and Max Schaefer talk to Gamasutra about next week's debut of PC action RPG Torchlight, plans for an MMO incarnation, launching into 2009's PC market, community empowerment, and essential design concepts for the action-RPG genre
[5]
Business, Game Design, Interview
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