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November 7, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [3]
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Latest Blogs
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November 7, 2009
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [2]
 
Defining "Hard Core" and "Casual"? [10]
 
Comparative Ludology: A Case Study Using The Sims and Total War
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November 7, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
FarSight Studios
Software Engineer
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Network Programmer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
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November 7, 2009
 
24seven3D
 
GameRonins
 
Ladyluck Digital Media.
 
Technicolor
 
Tose Software USA
 
SomaTone Interactive Audio
 
Trilogy Studios
 
On-Model Corp.
 
Digital Shock
 
Spiel Studios
 
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

News » Originals
  Game Developer November Issue Showcases Scribblenauts, The Game Developer 50
by Staff [11.06.09]
The November 2009 issue of Game Developer magazine is now available, including an exclusive postmortem of 5th Cell's Scribblenauts and this year's top industry people featured in the Game Developer 50.
PC, Console, Originals
 
 
Interview: OneBigGame's de Ronde On Making Games For Charity
by Chris Remo [11.06.09]
OneBigGame founder Martin de Ronde tells Gamasutra about Zoe Mode's XBLA charity game Chime, upcoming projects from Matsuura, Perry, and Broken Sword's Charles Cecil making Minesweeper "with a back-story".
PC, Console, Originals
 
Q&A: Making Wii Work: The Way Of Need for Speed Nitro
by Christian Nutt [11.05.09]
As the Wii-specific Need for Speed Nitro launches, EA Montreal's Nintendo specialist Joe Booth tells Gamasutra about the psychology and tastes of the Wii gamer, and how creating a "social kind of play pattern" for the game was key.
Console, Originals
 
Opinion: Why DJ Hero Can't Save Music Games
by Leigh Alexander [11.04.09]
Some say DJ Hero should give the declining music genre, dominated by band game sequels, a much-needed refresh -- but Gamasutra's Leigh Alexander suggests it can't possibly have the same appeal. [13]
PC, Console, Columns, Originals
 
Analysis: The Season's 'Recession-Proof' Games, Bad Timing For Left 4 Dead 2?
by Nick Williams [11.04.09]
The latest Gamasutra-exclusive OTX game purchase study examines games poised to resist the recession's pinch, from Modern Warfare 2 to New Super Mario Bros -- plus the role loyalty plays in sequel purchases. [9]
PC, Console, Originals
 
Interview: Floex And The Music Of Machinarium
by Jeriaska [11.04.09]
We catch up with Czech musician Tomas "Floex" Dvorak, composer of the soundtrack for Amanita Design's IGF-winning adventure Machinarium, for an interview on the surreal, mysterious music of the game. [1]
PC, Console, Originals
 
Feature: 'Small Developers: Minimizing Risks in Large Productions - Part I'
by Staff [11.03.09]
In a new Gamasutra feature, the first of a two-part series, experienced developer and manager Troy Dunniway discusses the risks involved in transitioning from a small to large development team and how to identify and avoid them.
PC, Console, Originals
 
Interview: Fantastic Contraption's Northway Meets 5th Cell's Slaczka
by Staff [11.03.09]
In a unique Gamasutra interview, Fantastic Contraption creator Colin Northway sat down with Scribblenauts lead designer Jeremy Slaczka to discuss 5th Cell's approach to design, iteration, and management.
PC, Console, Originals
 
Analysis: Road Signs In A 'Live' Video Game
by Andrew Vanden Bossche [11.03.09]
How might an interactive theater production inform games? Gamasutra investigates, attending a live production of Punchdrunk's Sleep No More to find out what it might be like to live in a video game. [2]
PC, Console, Originals
 
Best Of Member Blogs: From The IGF To Boys And Horses
by Chris Remo [11.03.09]
Showcasing highlights from Gamasutra's Member Blogs, our weblog writers take a look at submitting to the IGF, whether players should read instructions, the role of testers and more.
PC, Console, Originals
 
In-Depth: How Do In-App Transactions Change iPhone Games?
by Christian Nutt [11.02.09]
How will the introduction of in-game transactions in free iPhone games affect the market? A Virtual Goods Summit panel including iPhone game notables ngmoco, SGN, Aurora Feint and Tapulous tried to find an answer. [3]
PC, Console, Originals
 
Best of FingerGaming: From Big Buck Hunter to Rot3K
by Danny Cowan [11.02.09]
Every week, Gamasutra sums up sister iPhone site FingerGaming's top news and reviews for Apple's nascent portable games platform -- this time covering Romance of the Three Kingdoms and Big Buck Hunter Pro.
Mobile Phone, Originals
 
Unknown Worlds' Cleveland: 'Pre-Sales Completely Changed Our Financial Picture'
by Chris Remo [10.30.09]
Unknown Worlds is funding PC strategy/shooter hybrid Natural Selection 2 with diverse models -- with direct-to-user preorders making over $200,000 so far, founder Charlie Cleveland reveals to Gamasutra. [8]
PC, Console, Originals
 
GameCity: 'Game Designers Are Undervalued'
by Simon Parkin [10.29.09]
As an industry, "we don’t value the game designer’s role", and "their vision is often subsumed within the views of the higher-ups", claimed game academic David Surman at the UK's GameCity event. [28]
PC, Console, Originals
 
Feature: 'A Holistic Approach to Game Dialogue Production'
by Staff [10.29.09]
In a new feature article on Gamasutra, audio veteran Rob Bridgett (Prototype, Scarface) examines key issues and possible solutions around how to organize and structure the creation of dialogue for video games.
PC, Console, Originals
 
Interview: Nexon's Min Kim on Console Games, Counter-Strike, 'Bubble Babies'
by Brandon Sheffield [10.29.09]
Nexon's Min Kim tells Gamasutra about Counter-Strike Online, canceled console products and studio closures, and the company's recent successes, including Combat Arms and Dungeon Fighter Online. [1]
PC, Console, Originals
 
Gamasutra Expert Blogs: From DLC To Owning Ideas
by Chris Remo [10.29.09]
In the latest highlights from Gamasutra's Expert Blogs, industry notables write about how to promote games with free and paid DLC, and remember the experience of having an idea someone else already had.
PC, Console, Originals
 
Sponsored Feature: Fluid Simulation for Video Games (Part 2)
by Staff [10.28.09]
In a new sponsored feature, part of Intel's Visual Computing site, Dr. Michael J. Gourlay of the University of Central Florida continues a multi-part series that explains fluid dynamics and its simulation techniques.
PC, Console, Originals
 
In-Depth: Unity Launches Free Option, Announces Xbox 360 Support
by Chris Remo [10.28.09]
The Unity engine is dropping the $200 fee from its indie-level license, as the popular dev environment moves to v2.6 -- and Gamasutra spoke with CEO David Helgason, who said Xbox 360 support is en route as well. [16]
PC, Console, Originals
 
Xbox Live Gamerscore, Completion Stats Show Major Trends
by Staff, Bruce Phillips [10.27.09]
How serious is the problem of players quitting before a game is complete? A new Gamasutra feature reveals Gamerscore and game completion stats for 2008's most-played games, from Fable II through CoD4 and beyond. [13]
PC, Console, Originals