by James Holloway [06.26.13]
What does it take to make a great multiplayer shooter map? Gamasutra speaks to developers from Respawn Entertainment, Certain Affinity, and 343 Industries to find out what goes into the design of a finely-crafted killing space in series like Call of Duty and Halo.
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
by Keith Burgun [06.12.13]
If achievements should be abandoned because they're counter to good design practices, what should take their place? Variants, Keith Burgun argues, and in this article he explains what they are and are not.
by Dale Dobson [06.10.13]
How the door affects the human mind, and how games have used that transition in the past.
by Lucas GonzŠlez [06.05.13]
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.
by Zack Wood [05.31.13]
Zack Wood studied game design in Japan, and here shares the philosophies that inform the rich, appealing worlds and characters of games developed in that country -- a new way of looking at building your worlds and creating their inhabitants.
by Anders Drachen, Alessandro Canossa, Magy Seif El-Nasr [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.