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Next Generation Monetization: Supremacy Goods
Is your microtransaction-based game set up for failure or success? Consultant and writer Ramin Shokrizade discusses a new class of goods that is likely to damage the health of your user base -- and in this article, posits rules for goods as well as taking a hard look at how some games function.
| Ramin Shokrizade
No Good Deed - Narrative Design in Spec Ops: The Line
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.
| Richard Pearsey
Big Ideas: Video Games According to David Cage
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.
| Christian Nutt
What's Really Going Down in Vancouver?
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.
| Leigh Alexander
Are 99-cent gamers on iOS more myth than fact?
"The idea of a 99-cent gamer on iOS is more myth than fact, it's the quality and depth of each product that will drive the right price for consumers." - Telltale Games' Steve Allison
| Eric Caoili
Critical Reception: Tequila Works' Deadlight
This week's edition of Critical Reception examines online reaction to Tequila Works' zombie apocalypse-themed platformer Deadlight
, which reviews describe as "an engaging, memorable experience."
| Danny Cowan
Our Top 30 Developers
Game Developer and Gamasutra editors have teamed up to list our top 30 developers of the past 12 months, from the indies to the big boys. This honor is reserved for teams of developers who are doing something new, something different, something better -- or, more often than not, all of the above.
Xbox Live Arcade sales analysis, June 2012
Gamasutra examines the debut titles -- as well as continuing sales -- of title's on Microsoft's digital Xbox Live Arcade platform, with highlights including Virtua Fighter 5
and the continued dominance of Minecraft
| Ryan Langley
Creating Audio That Matters
What goes into the creation of audio that really sticks with players and brings more to the game? Dead Space 2
's J White, Limbo
's Martin Stig Andersen, and One Single Life
's Thom Kellar explore the issue across three very different titles.
| Caleb Bridge
On Player Characters and Self Expression
In this essay, UK-based game designer and Gamasutra contributor Tadhg Kelly explains why he believes there's no such thing as a player character, and analyzes what's really going on when most people play games in context.
| Tadhg Kelly
The case for movie-length, narrative video games
Has the time come for more movie-length, story-driven games? Three short-format game developers talk with Gamasutra about the secret to selling condensed titles to players used to 40-hour experiences.
| Eric Caoili
Building a Better Zombie
In this article, Westwood College game design professor Christopher Totten takes a look at how zombies arose in popular culture, how they're used in other media, and explores how they have been used in games -- and how they could be deployed even more effectively.
| Christopher W. Totten
Beyond Final Fantasy: Square Enix grapples with globalization
There's a financial upside to taking more creative risks, acknowledges Square Enix's U.S. CEO Mike Fischer. And with digital platforms, the publisher is exploring beyond big-budget games like Final Fantasy
| Colin Campbell
The Walking Dead: Zombies, shotguns and feelings
More devs will be asking, "How do we emotionally engage the player?' rather than 'How do we intellectually engage the player?'" says Gary Whitta, story consultant on The Walking Dead
| Eric Caoili
From the Editor: E3 2012 - The E3 of Disillusion
At this week's E3, publishers in the so-called "triple-A" video game industry made perfectly clear -- more than ever before -- who their target audience is, says Gamasutra editor-in-chief Kris Graft.
| Kris Graft
The Designer's Notebook: Triple-A Games for Women? Seriously?
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
In this installment of his long-running column, the design consultant questions the founder and CEO of a new developer just how she hopes to transform the industry by creating full-price retail titles aimed at a female audience.
| Ernest Adams