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No Good Deed - Narrative Design in Spec Ops: The Line 5
by Richard Pearsey [08.28.12]
Narrative designer Richard Pearsey charts the narrative development of Spec Ops: The Line, explaining how the team set out to twist the knife of shooter narrative, from the pre-production process through the way the game was developed.
Design

Big Ideas: Video Games According to David Cage 19
by Christian Nutt [08.27.12]
The outspoken director of Heavy Rain and Beyond: Two Souls talks to Gamasutra about his start in the industry, what he's learned as he worked and spoken to fellow creators, and why the industry needs to -- but has not -- grown up.
Design, Interview

Effective Co-Op Design 12
by Tim Keenan [08.24.12]
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design, Indie

Best Tips for Building a Freelance Career 16
by Harry Mack [08.23.12]
Freelance audio designer Harry Mack (Spiral Knights, Braid) takes a look at what goes into effectively building a lasting career as a contractor -- work/life balance, working with clients, and taking criticism -- and here offers a succinct guide that could apply to someone in any discipline.
Audio, Business/Marketing

Want to be Surrounded By a Thriving Local Games Industry? Grow Yours 37
by Epona Schweer [08.21.12]
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
Business/Marketing, Indie

How Camouflaj saved République's Kickstarter 27
by Ryan Payton [08.20.12]
What went into the Kickstarter campaign for République, which started off weak and finished strong? Camouflaj founder Ryan Payton here writes a postmortem of the entire process, explaining how he turned failure to success.
Business/Marketing, Postmortem, Indie

What's Really Going Down in Vancouver? 19
by Leigh Alexander [08.17.12]
With studio closures and layoffs, what was once the central city for game development in Canada is currently on the ropes... Or is it? Gamasutra investigates the fate of the city's scene, talking to developers about what's going on and what can be done to save the local industry.
Business/Marketing, Interview, Indie

The Designer's Notebook: Machinations, A New Way to Design Game Mechanics 32
by Ernest Adams, Joris Dormans [08.16.12]
Looking for a tool to design game mechanics without plugging them into a game? Ernest Adams collaborates with Joris Dormans to bring Machinations, a system for modeling gameplay that Adams says "will revolutionize the way we develop, and teach, game mechanics."
Design

The Fundamental Pillars of a Combat System 26
by Sébastien Lambottin [08.15.12]
Senior designer on the Assassin's Creed team Sébastien Lambottin takes a look at how combat systems should be designed -- taking in everything from the Mario series to Call of Duty.
Design

The Real Story of Developing for Nintendo's Download Platforms 6
by Evan Campbell [08.14.12]
While WiiWare and DSiWare flew under the radar of most developers -- and many reported bad experiences with the former -- some made major successes on the platforms, and Gamasutra speaks to them about the past and future of Nintendo download games.
Business/Marketing, Interview, Indie