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Latest News
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July 2, 2009
 
Warner's $33M Midway Acquisition Approved By Judge [5]
 
Interview: IGDA Names Joshua Caulfield New Executive Director
 
Namco Bandai Gets Dragon Ball Game Rights
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Latest Jobs
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July 2, 2009
 
Ubisoft San Francisco
Lead Programmer
 
Ubisoft San Francisco
Lead Designer
 
Trifecta Games
Game Designer/Developer
 
Working Library
3D Prop/Environment Artist (Maya)
 
Propaganda Games
Sr. Environment Artist/Worldbuilder
 
Spark Unlimited, Inc.
Effects Artist
 
Gargantuan Studios
Lead Programmer
 
Gargantuan Studios
Art Director
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Latest Blogs
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July 2, 2009
 
How to Monetize Flash Games Efficiently [2]
 
Crowdsourcing Game Audio: Lessons Learnt [2]
 
Thinking Out of the Box [1]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features

  Game Design Essentials: 20 RPGs by John Harris [07.02.09]
In the latest in his popular Game Design Essentials series, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick -- and why you should care. [10]
Game Design
 
 
Real-Time Cameras - Navigation and Occlusion by Mark Haigh-Hutchinson [07.01.09]
Gamasutra is proud to present an excerpt from the book Real-Time Cameras by Mark Haigh-Hutchinson, a veteran Retro Studios staffer who was diagnosed with pancreatic cancer in 2008 and passed away in 2009.
Game Design, Programming
 
Persuasive Games: Gestures as Meaning by Ian Bogost [06.30.09]
In his latest 'Persuasive Games' column, game designer and writer Ian Bogost examines both Natal-like gesture control devices and Brenda Brathwaite's experimental board game Train, suggesting: "Perhaps the souls of our games are not to be found in ever-better accelerometers... but in the way they invite players to respond to them." [5]
Game Design
 
Sponsored Feature: BattleClinic's Chris Condon On Using Iovation To Prevent Gaming Fraud, Chargebacks by Iovation Staff [06.30.09]
In this Gamasutra sponsored feature from online game anti-fraud firm Iovation, the company's representatives interview customer Chris Condon on the problems of chargebacks in online games, and how Iovation helped him to deal with them.
Business
 
A Different Track: Frank Gibeau Talks Strategy by Kris Graft [06.29.09]
President of EA's Games Label, which oversees 'core games', Frank Gibeau oversees franchises like Need For Speed and Dead Space, and talks in-depth to Gamasutra about original IP, Wii growth, and the company's changed attitudes. [1]
Business, Game Design, Interview
 
Leading The Design of APB by Christian Nutt [06.26.09]
Realtime Worlds' EJ Moreland talks in-depth to Gamasutra on designing All Points Bulletin's complex world, from customization to multiplayer combat to its larger vision. [2]
Game Design, Interview
 
Dramatic Play by Stephen Dinehart [06.25.09]
In a wide-ranging article, former Company of Heroes: Opposing Fronts narrative designer Stephen Dinehart looks at the future of game story by examining narrative theory through the ages. [19]
Game Design
 
Managing Data Relationships by Noel Llopis [06.25.09]
How does your game data relate to each other? In this practical technical article, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory.
Programming, Visual Computing
 
Planning For Fun In Game Programming - Part 2 by Tom Hammersley [06.24.09]
How do you legislate for fun from a game planning and programming perspective? Following on from his analysis of the problem, veteran game coder Tom Hammersley proposes a solution that includes 'apprenticing', use cases, storyboards, and more.
Programming