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Latest News
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February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
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Latest Jobs
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February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
High 5 Games
Technical Artist
 
Airtight Games
Art Director
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Latest Blogs
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February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [12]
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About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features

 
18
Principles of an Indie Game Bottom Feeder
by Jeff Vogel [02.09.12]
Moving into indie development? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud on the ocean floor," writes Spiderweb Software's Jeff Vogel.
Business, Indie
 
 
1
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
 
39
Jerked Around by the Magic Circle - Clearing the Air Ten Years Later
by Eric Zimmerman [02.07.12]
Games studies writers want to slay the mythical Magic Circle Jerk -- a person who espouses an overly formalistic view of play, they suggest. But does this person really exist? Original formulator of the concept, Eric Zimmerman, discusses.
Game Design
 
4
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
 
13
SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Sponsored Feature
 
9
Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine
by Frank Cifaldi [02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business, Game Design, Interview
 
11
Building an iOS Hit: Phase 1
by Jeremy Alessi [02.01.12]
In this feature, the first in a series of articles, experienced iOS developer Jeremy Alessi walks us through the initial prototype and production of his latest game, friendly.fire, which is designed to take advantage of mobile play patterns.
Game Design, Smartphone/Tablet
 
5
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
 
82
Talking Copycats with Zynga's Design Chief
by Kris Graft [01.31.12]
Amid the heated discussion over "copycatting" and plagiarism in the games industry, Brian Reynolds, industry veteran and chief game design chief at FarmVille house Zynga talks to Gamasutra about inspiration, rip-offs and how he feels Zynga drives innovation in this exclusive interview.
Game Design, Social/Online
 
12
Finnish Experiments, American Nightmare
by Brandon Sheffield [01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business, Game Design, Interview
 
   
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