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Your search returned 439 results.
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In-Depth: The Guide To Rescuing A Troubled Project
[ 2009-11-17 05:46:00] | ( news) The "utopian dev cycle" is a myth, says EA senior development director Jeff Charvat, speaking at the 2009 IGDA Leadership Forum about the most effective way to take charge of a troubled project. |
Postmortem: Behind The Scenes Of Scribblenauts
[ 2009-11-16 05:55:00] | ( news) Gamasutra presents postmortem notes from 5th Cell's ambitious Scribblenauts, revealing how game "broke away from habits in traditional level design", fighting localization and control issues along the way. |
Postmortem: Wadjet Eye's The Blackwell Convergence
[ 2009-11-12 07:35:00] | ( news) In an honest indie postmortem, Wadjet Eye Games' Dave Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction. |
Postmortem: Wadjet Eye's The Blackwell Convergence
[ 2009-11-12 06:45:00] | ( feature) In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation. |
The Freelance Game Composer
[ 2009-11-10 06:49:00] | ( blog) Tips, tricks and the many experiences of being a freelance video game composer in an ever-evolving industry. |
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Postmortem: Behind The Making Of Sucker Punch's Infamous
[ 2009-10-15 03:33:00] | ( news) Gamasutra presents postmortem notes from Sucker Punch's Infamous, showing the electric-charged PS3 open-world game battling with early focus problems and the "difficult transition" from Sly Cooper to realism. |
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Exclusive: Behind The Scenes Of Atlus' Persona 4
[ 2009-10-06 05:14:00] | ( news) In this Gamasutra-exclusive postmortem, the Atlus team behind Shin Megami Tensei: Persona 4 discusses what went right and what went wrong in creating the acclaimed RPG, including design challenges and QA woes. |
GDC Austin 2009: The Full Coverage
[ 2009-09-21 16:25:00] | ( news) With GDC Austin 2009 complete, Gamasutra has collected its extensive coverage of the show, including session writeups and interviews drawn from the main conference as well as its iPhone, Indie, Audio, and Writers summits. |
In-Depth: Inside The Making Of KingsIsle's Wizard101
[ 2009-09-17 05:08:00] | ( news) Extracting from a postmortem of KingsIsle Entertainment's Wizard101, Gamasutra looks at how the youth-oriented MMO's team battled with business models and iteration to stay on focus and ship the game. |
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Opinion: Time For A 'Hot Coffee' Postmortem
[ 2009-09-08 05:39:00] | ( news) As the legal battle closes at last, 'Hot Coffee' ultimately cost Take-Two tens of millions of dollars -- but what was its cost to the rest of the game industry? Gamasutra's Leigh Alexander presses for answers. |
Postmortem: Realtime Worlds' Crackdown
[ 2009-09-07 03:00:00] | ( feature) In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2, we reprint Game Developer magazine's October 2007 postmortem of RTW's first project, the Xbox 360-exclusive open world action game Crackdown. |
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In-Depth: Inside The Making Of High Voltage's The Conduit
[ 2009-08-19 05:14:00] | ( news) Extracting from a postmortem of High Voltage Software's The Conduit, Gamasutra looks at how the Wii first-person shooter's team battled with scheduling and tech issues to stay on focus and ship the game. |
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Hothead's DeathSpank Given Canadian Grant
[ 2009-08-07 05:19:00] | ( news) New Gamasutra-obtained stats from Telefilm, Canada's federal cultural industry agency, reveals a $530,000 funding to help developer Hothead Games' DeathSpank, as well as $70,000 to flesh out former IGF winner, Polytron's Fez. |
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