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Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
by Takayuki Isobe
[02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business, Game Design, Postmortem, Production, Visual Art
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Building the World of Reckoning
by Christian Nutt
[02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business, Game Design, Visual Art, Interview
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Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor
[02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
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All That Glitters: An Interview With Bungie's Senior Graphics Engineer
by Brandon Sheffield
[12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how Halo creator Bungie plans to solve problems for its new IP and the next generation.
Programming, Visual Art, Interview
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From Panzer To Draco: Yukio Futatsugi Speaks
by Brandon Sheffield
[12.19.11]
Finding out about world building from one of the pioneers of creating rich, believable worlds: the creator of the Panzer Dragoon series, who is currently hard at work on a new game, Project Draco, for Xbox Live Arcade.
Game Design, Visual Art, Interview
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An Engine For Assassination: IO's Tech Director Speaks
by Christian Nutt
[12.09.11]
What goes into creating an engine that can drive the best in current-generation quality and go beyond? IO Interactive technical director Martin Amor speaks to Gamasutra about his work on the Glacier 2 engine, created for the upcoming Hitman: Absolution.
Business, Game Design, Visual Art, Interview
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The Evolutionary Process Of Building Rayman Origins
by William Audureau
[12.05.11]
Rayman and Beyond Good & Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start, what's up with the BG&E sequel, and why he just can't get enthusiastic about the Mario series.
Game Design, Visual Art, Interview
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Building A Fantasy World - The Art Direction Of Kingdoms of Amalur: Reckoning
by Christian Nutt
[11.28.11]
Gamasutra recently spoke to Tim Coman, studio and project art director of Big Huge Games, about creating the game in concert with 38 Studios, working with Schilling and McFarlane, and the studio's philosophy toward art direction.
Game Design, Visual Art, Interview
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Hard Edge Creativity: Defining Borderlands 2
by Christian Nutt
[11.07.11]
Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the Borderlands sequel, touching on narrative, art, and design decisions that keep the game interesting for players.
Game Design, Visual Art, Interview
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The Creative Intent of Rage
by Brandon Sheffield
[10.03.11]
In this extensive interview, id Software CEO Todd Hollenshead and artist Andy Chang answer questions about the creative intent of Rage by describing exactly what the team hoped to accomplish from both art and design perspectives.
Game Design, Visual Art, Interview
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