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Latest News
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September 2, 2010
 
OnLive Rolls Out Cloud Gaming Wi-Fi Beta [1]
 
Super Meat Boy 'Main Course' For New Game Feast Fall XBLA Promo [1]
 
Analysis: From Donkey Kong To Super Mario Bros - The Inexorable Rise Of Miyamoto [1]
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Latest Jobs
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September 2, 2010
 
Westwood College
Faculty Open House
 
Tencent Boston
Build Engineer
 
e4e
Business Development Executive
 
Gazillion Entertainment
Sr Game Designer (Instances)
 
SCEA
Senior Software Application Engineer
 
Total Immersion Software,Inc.
Tools Programmer
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Latest Blogs
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September 2, 2010
 
Where Shank's Boss Battles Went Wrong [6]
 
Game Design, Virtual Goods and Social Games [1]
 
MMOs: Just a Matter of Time? [6]
 
Dundee Dispatch
 
So Long, Friend: Remembering the PSP [5]
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About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Senior News Editor:
Kris Graft
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Sponsor
Features

 
1
Game Dev Collaboration: Google Docs Style
by Chris Oltyan [09.02.10]
Unsure if Google Docs is the right way to manage online collaboration with your video game team? This article takes a hard look at its strengths and weaknesses, offering examples, praise, and criticism.
Business, Game Design
 
 
22
A Journey Across the Main Stream: Games for My Mother-in-Law
by Dave Grossman [09.01.10]
Telltale designer Dave Grossman says gaming's limited appeal could come down to "some very basic assumptions we make about the audience versus the actual thought processes of that audience." So he tested Sam & Max on his mother-in-law.
Game Design
 
6
An Artist's Eye: Applying Art Techniques to Game Design
by Rob Kay, Andy Tudor [08.31.10]
Does the Golden Ratio have application in game design? These two trained artists -- Rob Kay, lead designer of Guitar Hero and Rock Band, and Andy Tudor, lead designer on Need for Speed: Shift, follow classic art training -- so they may know what they are talking about.
Game Design, Visual Art
 
13
Working In 'A Dying Genre On A Dying Platform'
by Chris Remo [08.30.10]
The Witcher 2 senior producer Tomasz Gop talks about the sequel to the surprisingly-successful 2007 PC-only RPG -- which as they like to joke, was a success in spite of its platform and format.
Game Design, Interview
 
0
Service in the Age of Social Media: The Next Frontier for Gaming Companies
by Duke Chung [08.29.10]
Customer service provider Parature's co-founder Duke Chung takes a look at what it takes to keep your game's customer service operation running smoothly, and offers tips on how to keep the audience engaged and satisfied.
Business, Game Design
 
11
Not So Cryptic: Neverwinter And A Studio Reboot
by Kris Graft [08.27.10]
Cryptic Studios COO and co-founder Jack Emmert candidly puts Star Trek Online and Champions Online into perspective and discusses creative decisions on the upcoming Neverwinter.
Game Design, Interview
 
0
Sponsored Feature: Make an Impact at Sledgehammer Games
by Gamasutra [08.26.10]
In this Gamasutra sponsored feature, Activision division Sledgehammer Games introduces itself and the work environment at the Bay Area development studio, currently working on the Call Of Duty franchise.
Career
 
4
Agile Game Development With Scrum: Teams
by Clinton Keith [08.26.10]
In this extract from his recent book, certified Scrum trainer Clinton Keith discusses the best composition of teams in Agile work environments -- a wealth of knowledge of what processes to establish and which pitfalls to watch out for.
Game Design
 
23
The Designer's Notebook: Sandbox Storytelling
by Ernest Adams [08.25.10]
In the latest in his long-running column, Adams takes on telling stories through sandbox gameplay and not linear narrative -- offering tips and solutions for filling games with the drama that naturally arises from play.
Game Design