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If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:
Game Career Guide (for student game developers.)
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DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe
by Kris Graft
[02.09.12]
Twisted Metal designer David Jaffe told DICE 2012 attendees that the trend of putting story over gameplay "has stuffed the progress of video games, to our own peril."
Console/PC, Design
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DICE 2012: The five keys to Rocksteady's Batman success
by Kris Graft
[02.09.12]
Sefton Hill with Batman: Arkham City developer Rocksteady tells DICE 2012 attendees just how the studio was able to find critical and commercial success by sticking to its guns.
Console/PC, Design, Production
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Road to the IGF: Alexander Bruce's Antichamber
by Frank Cifaldi
[02.09.12]
In the latest in our "Road to the IGF" series of interviews with 2012 IGF finalists, Gamasutra speaks with Alexander Bruce about his 2012 IGF Technical Excellence Award nominee Antichamber.
Indie, Exclusive, Design
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DICE 2012: How social and mobile are creating the 'new arcade'
by Kris Graft
[02.09.12]
At DICE 2012, Atari coin-op veterans gathered to shed more light on their new mobile game company, Innovative Leisure, and how the new social and mobile landscape is like the old arcades.
Social/Online, Smartphone/Tablet, Design, Business
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Gamasutra expert blogs: From residual royalties to customer psychology
by Eric Caoili
[02.09.12]
In highlights from Gamasutra's Expert Blogs, industry notables write about diverse topics, including customer psychology on the Xbox Live Indie Games marketplace, whether developers should receive residual royalties, and more.
Console/PC, Design, Business
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Opinion: My game design hat
by Charilaos Kalogirou
[02.09.12]
In this reprinted #altdevblogaday opinion piece, Nlogn Information's Charilaos Kalogirou shares the ways he had to "improve the fit" of his game design hat while trying to create an approachable and addictive game.
Smartphone/Tablet, Design
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DICE 2012: Culture, pride lead to success at Skyrim maker Bethesda
by Kris Graft
[02.08.12]
Todd Howard, creative director at Skyrim house Bethesda, explained how a strong studio culture breeds success at Wednesday night's Gamasutra-attended DICE Summit keynote.
Console/PC, Design
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Gamasutra member blogs: From parenting to body politic
by Eric Caoili
[02.08.12]
In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as how parents play a game more dangerous than any video game, why remaking humanity in games is "a waste of potential," and more.
Console/PC, Design
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Road to the IGF: Damp Gnat's Wonderputt
by Tom Curtis
[02.08.12]
As part of our continuing Road to the IGF series, Gamasutra speaks to Damp Gnat's Reece Millidge to learn more about his development background and his latest isometric mini-golf title, Wonderputt.
Indie, Exclusive, Design
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Collaboration key to Solatorobo's creative success
by Staff
[02.08.12]
In Gamasutra's latest feature, a postmortem of Nintendo DS cult-hit Solatorobo: Red the Hunter, director Takayuki Isobe writes that open collaboration led to a "very high level of motivation" for the team.
Console/PC, Exclusive, Design, Production
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GDC 2012 brings back popular Classic Game Postmortem series
by Staff
[02.08.12]
GDC 2012 will mark the return of the Classic Game Postmortem series of lectures, featuring in-depth looks at influential games such as Fallout, Alone in the Dark, Harvest Moon, and Gauntlet.
Console/PC, Design
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This week in Video Game Criticism: Blizzard's moral psychopathy, narrative as a mechanic
by Eric Swain
[02.07.12]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics including whether narrative is a game mechanic, the moral psychopathy that Blizzard has continually displayed, and more.
Console/PC, Design
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Protecting the magic circle
by Staff
[02.07.12]
In a new Gamasutra feature, Eric Zimmerman -- one of the first to apply the concept of the "magic circle" to video game design -- defends his often-maligned "simple concept", which is meant to be a tool for game designers.
Console/PC, Social/Online, Smartphone/Tablet, Exclusive, Design
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Road to the IGF: Ty Taylor and Mario Castaneda's The Bridge
by John Polson
[02.07.12]
Continuing our Road to the IGF interviews, Gamasutra chats with Ty Taylor about his Student Showcase finalist, The Bridge, a 2D puzzle platformer set in an Escherian world.
Indie, Exclusive, Design
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Indie Royale Opens Pre-Orders For 'Valentine's Bundle'
by Simon Carless
[02.07.12]
Indie game fans can now blind pre-order Gamasutra sister site Indie Royale's Valentine's Bundle at a recommended €/£/$10 or €/£/$5 USD contribution, and a minimum of $3.99 USD.
Indie, Design, Business
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Opinion: You're so vain
by Eddie Cameron
[02.07.12]
In this reprinted #altdevblogaday opinion piece, Grapefruit Games' Eddie Cameron explains why he believes "the mainstream game industry is in serious danger of following the same route as comic books."
Console/PC, Design, Business
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Bit of Alright and the ethos of independent game design
by Phill Cameron
[02.07.12]
Gamasutra contributor Phill Cameron reports back from Bit of Alright, a UK-based game design conference for independent developers that's a whole lot different from the norm.
Indie, Exclusive, Design
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David Jaffe: Twisted Metal is 'meant to engage your brain'
by Christian Nutt
[02.07.12]
God of War creator David Jaffe explains how looks can be deceiving, and how his latest work, Twisted Metal, is more respectful to the medium than his previous attempts.
Console/PC, Exclusive, Design
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GDC 2012 details Google, Facebook, Unity dev days
by Staff
[02.06.12]
Game Developers Conference 2012 show organizers are highlighting sponsored Developer Days from major companies including Facebook, Google, Unity, Microsoft and more, all appearing on the first two days of the March 5th-9th show.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business
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Design success means knowing what to do with feedback
by Soren Johnson
[02.06.12]
Game designers "need to place faith in the design process itself, not in their inevitably doomed first draft," says experienced game designer and programmer Soren Johnson.
Console/PC, Exclusive, Design
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