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No Laughing Matter: Making Humor Work in Games
by Bob Mackey
[11.24.09]
Gamasutra speaks with Overlord's Rhianna Pratchett, Sam and Max's Chuck Jordan, and Leisure Suit Larry's Al Lowe about what needs to be done -- and what isn't being done -- to make games funnier.
[4]
Game Design
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The Ways Of A Monster Hunter
by Christian Nutt
[11.23.09]
Monster Hunter Tri producer Ryozo Tsujimoto talks to Gamasutra about bringing an online-centric game to the Wii and making the hit franchise more appealing to the "very sophisticated" Western gamer.
Business, Game Design, Interview
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Upping The Craft: Susan O'Connor On Games Writing
by Christian Nutt
[11.20.09]
Veteran video game writer Susan O'Connor (BioShock, Far Cry 2) believes that there's a lot of room to improve the writing in games, and talks to Gamasutra about narrative ways to engage the player, alongside the philosophy and craft of storytelling.
[11]
Game Design, Interview
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Small Developers: Minimizing Risks in Large Productions - Part II
by Troy Dunniway
[11.19.09]
Microsoft, EA, Insomniac, and Ubisoft veteran Troy Dunniway continues an earlier article in discussing some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them.
[8]
Business, Game Design
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iPhone Piracy: The Inside Story
by Paul Hyman
[11.18.09]
Many game developers don't think of the iPhone as being a system which has extensive game piracy. But recent comments by developers and analysts have shown otherwise, and Gamasutra speaks to multiple parties to evaluate the size of the problem, and whether there's anything that can be done about it.
[58]
Business, Mobile Phone
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And Yet It Grows: Analyzing the Size and Growth of the European Game Market
by Elisa Di Fiore
[11.17.09]
Is the European game market even more important that many think? Gamasutra sifts through data for the tremendously diverse region to discover the current shape -- and prospects for growth -- for the area's complex ecosystem.
[5]
Business
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NPD: Behind the Numbers, October 2009
by Matt Matthews
[11.16.09]
In Gamasutra's detailed NPD U.S. console/game sales analysis for October 2009, we examine Sony's post-PS3 price drop results and PSP Go launch, Nintendo's Wii price cut timing, and a possibly grim outlook for the rest of 2009.
[13]
Business
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Reflecting On Uncharted 2: How They Did It
by Kris Graft
[11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more.
[6]
Game Design, Production, Interview
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Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
by Michael Abrash
[11.13.09]
In a detailed Intel-sponsored technical article, part of its Visual Computing section on Gamasutra, veteran game programmer and architect Mike Abrash (Quake) goes in-depth on how Intel's upcoming Larrabee architecture pipeline deals intelligently with rasterization.
Programming, Visual Computing
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