Sponsor
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
Latest News
spacer View All spacer
 
February 8, 2010
 
EA Reduces Quarterly Loss, Claims #1 Publisher Position
 
Best of FingerGaming: From Vanquish to Assassin's Creed II
 
PlayFirst Hires Sims Veteran Pattnaik, Signals Social Move
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 8, 2010
 
Electronic Arts
Character and Environment concept artists - contractors
 
Silicon Knights
Design Director
 
Digital Extremes
Generalist Programmer
 
Rice Bowls Inc
Children's Edutainment Flash Game Developer
 
Robot Entertainment
Web Graphics Artist
 
Robot Entertainment
Online Community Manager
 
Robot Entertainment
Web Developer
 
Vicarious Visions / Activision
Senior Software Engineer - Ongoing
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 8, 2010
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy!
 
Gamma IV Sets Up Kickstarter Appeal To Finish Funding GDC Event
 
The Economic Challenges (and opportunities) of Developing Games for the iPhone and iPad [2]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

 
1
Two Halves, Together: Patrick Gilmore On Double Helix by Christian Nutt [02.08.10]
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development.
Business, Game Design, Interview
 
 
16
The Road To Hell: The Creative Direction of Dante's Inferno by Christian Nutt [02.05.10]
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action game.
Business, Game Design, Production, Interview
 
9
The Sensible Side of Immersion by Neils Clark [02.04.10]
Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.
Game Design
 
5
Jumpstarting Your Creativity by Brad Meyer [02.03.10]
Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative spark once it's fled.
Audio, Game Design
 
49
Truth in Game Design by Scott Brodie [02.02.10]
What does "truth in game design" mean? Microsoft Game Studios producer/designer Scott Brodie explores the nature and implications of how truth can be created and communicated in game design, via several case studies.
Game Design
 
4
Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond by Eric Peterson [02.01.10]
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond, and explains important lessons learned in the development of the studio's first downloadable game.
Business, Game Design, Postmortem, Production
 
16
Developers React: The iPad's Future by Kris Graft, Christian Nutt [01.29.10]
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's newly-announced iPad.
Business, Game Design
 
12
The Next Big Steps In Game Sound Design by Damian Kastbauer [01.28.10]
Technical sound designer Damian Kastbauer breaks down the current generation's innovations in sound design from a technical perspective, outlining what current games can do aurally, and speaks to other developers to find out more.
Audio
 
8
Postmortem: Over the Top Games' NyxQuest: Kindred Spirits by Rob de Lara [01.27.10]
The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.
Business, Game Design, Postmortem, Production