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If you enjoy reading this site, you might also want to check out these Think Services sites:
Game Career Guide (for student game developers.)
Indie Games (for independent game players/developers.)
Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)
GamerBytes (for the latest console digital download news.)
Worlds In Motion (discussing the business of online worlds.)
Game Set Watch (the Group's alt.game weblog.) |
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In-Depth: Inside The Making Of High Voltage's The Conduit
by Staff
[08.19.09]
Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game. [1]
PC, Console, Originals, Design, Production
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Illuminate Labs' Beast, Emergent's Gamebryo LightSpeed Unveil Integration
by Leigh Alexander
[08.10.09]
Rendering and lighting tech maker Illuminate Labs says its Beast global lighting solution can now work with Emergent's Gamebryo Lightspeed development platform through a new integration.
PC, Console, Art, Design
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Gamasutra Expert Blogs: From Morals To Exhaustion
by Chris Remo
[07.09.09]
In the latest highlights from Gamasutra's Expert Blogs, industry veterans write in depth about infusing games with morality, balancing weapons, and the pluses and minuses of going indie.
PC, Console, Originals, Programming, Design, Production
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Postmortem: Inside Adept's Trixel For iPhone
by Daniel Boutros
[06.25.09]
In an illuminating postmortem, Adept Games designer Daniel Boutros outlines the making of iPhone game Trixel, explaining his experience and suggesting tips for increasing your success in the App Store. [4]
PC, Console, Mobile Phone, Originals, Design
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Feature: 'Persuasive Games: Familiarity, Habituation, and Catchiness'
by Staff
[04.02.09]
In his latest 'Persuasive Games' column, author and game designer Ian Bogost looks at why we should repeal Bushnell's Law and move from 'addiction' to 'catchiness' in our framing of video games.
PC, Console, Design
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Ubisoft Uses Havok Behavior For Six Flags Fun Park
by Staff
[04.01.09]
Claiming that its game character production schedules were sped up "ten-fold," Ubisoft announced it licensed Havok Behavior for the Wii game Six Flags Fun Park.
PC, Console, Programming, Design
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Naughty Dog's Lemarchand: Achievements Open A 'New World Of Game Design'
by Staff
[04.01.09]
Speaking with Gamasutra as part of larger feature on in-game achievements, Naughty Dog's (Uncharted) Richard Lemarchand praised player incentives as "a jumping off point for a whole new world of game design". [2]
PC, Console, Design
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Feature: Making Games Art: The Designers' Manifesto
by Staff
[03.31.09]
In a likely to be controversial manifesto, the veteran developers clustering around Project Horseshoe's invitation-only mini-conference listed problems and solutions for video games' continuing strides towards the pantheon of great art. [1]
PC, Console, Design
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GDC: Mythic's Barnett On Golden Ages, Digital Distribution
by Eric Caoili
[03.26.09]
Talking at GDC about the MMO world, Mythic Entertainment senior creative director Paul Barnett shares inspiration from the "golden ages" and discusses the rise of digital distribution platforms.
PC, Console, Mobile Phone, Design
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GDC: Clint Hocking On Improvisational Success Through Design Failure
by Chris Remo
[03.25.09]
Ina "heavy design talk," Ubisoft creative director Clint Hocking attempted to "bridge the gap" between what he calls intentionality improvisation in game design. [3]
PC, Console, GDC, Originals, Design
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GDC: Iwata Debuts New Zelda, VC Arcade, Wii Storage Solution
by Simon Carless
[03.25.09]
Nintendo head Satoru Iwata debuted a new Zelda game, Virtual Console Arcade, and a new SD solution promising to end Wii storage woes at his GDC keynote -- also sharing the "Miyamoto Way" of game development. [8]
Console, Mobile Console, GDC, Design
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Scaleform Announces GFx 3.0, CRI Codec Partnership
by Chris Remo
[03.12.09]
Video game middleware developer Scaleform has announced the release of Scaleform GFx 3.0, the latest iteration of its user interface and vector graphics engine. [1]
PC, Console, Design, Production
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Feature: 'The 13 Basic Principles of Gameplay Design'
by Staff
[02.27.09]
In an intriguing design feature, Electronic Arts designer and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games -- adding a principle along the way!
PC, Console, Design
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In-Depth: Behind The Scenes Of Golden Axe: Beast Rider
by Staff
[02.26.09]
What happened during Secret Level's $15 million-budget Golden Axe: Beast Rider? Extracting from an honest Game Developer magazine postmortem, the creators detail how they lost focus on co-op, and Iron Man's development distracted them -- but they still shipped in just 18 months. [1]
PC, Console, Originals, Programming, Design
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Analysis: Puzzle Design in the Myst Series
by Gregory Weir
[02.24.09]
In this thoughtful analysis piece, game designer Gregory Weir (The Majesty of Colors) examines how developers can offer more compelling and less offensive puzzles in their games, picking out three exemplary puzzle examples from the Myst series. [7]
PC, Console, Originals, Design
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DICE 09: Bethesda's Howard On Supreme Playability
by Chris Remo
[02.20.09]
Bethesda's Todd Howard (Fallout 3) detailed his studio's development and design principles at DICE today, commenting that "great games are played, not made", and discussing why his studio has a "very low asshole quotient." [25]
PC, Console, Originals, Design
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Feature: 'Book Review: The Art of Game Design'
by Staff
[02.18.09]
What's the big deal with Jesse Schell's new 'Art Of Game Design' book? In this book review feature, writer and designer Daniel Cook takes a look at the Front Line Award-winning tome to find out.
PC, Console, Originals, Design
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Open Game Design Challenge: Design Difficulty for a Restaurant Game
by Jill Duffy
[02.17.09]
In need of a creative break? GameCareerGuide is welcoming professional developers to submit short text-based ideas to its Game Design Challenge. This week’s challenge, which closes Wednesday night, is to come up with a video game concept about running a restaurant.
PC, Console, Student/Education, Design
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GCG: IGF Student Finalists Discuss Organic Design Process
by Jill Duffy
[02.17.09]
Florian Faller and Adrian Stutz built the 2D game Feist, an IGF Student and Main Competition finalist, and a new interview with the duo on sister site GameCareerGuide explores their concept of developing organically, rather than toward a predefined design.
PC, Console, Student/Education, Design
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Feature: 'Design Language: Design by Darwin'
by Staff
[02.12.09]
In this feature, veteran game designer Noah Falstein (Sinistar, Koroni's Rift) commemorates Charles Darwin's birthday with an insightful look at how Darwin's evolutionary ideas have influenced game design.
PC, Console, Originals, Design
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