Your search returned 764 results.
Order by: date
Challenge: The Automyth, Or Automated Monomyth
In his latest distinctive Gamasutra opinion piece, Reset Generation/Pocket Kingdom
co-creator Scott Foe explains the Campbell 'Hero's Journey' monomyth, and challenges designers to... automate it?
| Scott Foe
The History of Robotron: 2084 - Running Away While Defending Humanoids
In the latest in a series of Gamasutra-exclusive bonus material originally to be included in Bill Loguidice and Matt Barton's new book Vintage Games, we examine classic twin-stick arcade shooter Robotron: 2084
and the sub-genre of frantic games it birthed.
| Matt Barton,Bill Loguidice
Anatomy of a Combat Zone
In this detailed design article, Blue Castle (Dead Rising 2
) level design director Bridge examines how you design memorable, tactical combat areas for first/third-person shooter games.
| Josh Bridge
Game Design Essentials: 20 RPGs
In the latest in his popular Game Design Essentials series, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick -- and why you should care.
| John Harris
Opinion: How To Tackle Work For Hire
Should your studio take on work for hire? Sometimes -- in this opinion column, Divide By Zero's James Portnow tackles the deceptively complex issue and breaks down the whens and hows.
| James Portnow
Itagaki, Team Ninja Veterans Form New Studio
Former Ninja Gaiden
and Dead or Alive
team head Tomonobu Itagaki is returning to game development, forming a new studio with several of the other Team Ninja members who joined him in leaving Tecmo.
| Leigh Alexander
A Convoluted Conversation With Martin Hollis
Former Rare developer and N64 Goldeneye 007
's director, Martin Hollis, has returned with the unique Bonsai Barber
for WiiWare, a tree/haircutting title with some unique features - and talks to Gamasutra about his career and the new title.
| Christian Nutt
Exploring A Devastated World: Emil Pagliarulo And Fallout 3
lead writer and lead designer Emil Pagliarulo on the creative process of everything from the main game to DLC to understanding and implementing user desires -- and how people saw the game as an Oblivion
| Chris Remo
Games Of 2020 - The Winners
What will games be like in the year 2020? Gamasutra's competition gave away 20 GDC All-Access Passes and had more than 150 excellent entries -- here are the winning essays.
| Danny Cowan
Global Game Jam 2009: A Worldwide Report
Gamasutra goes behind the scenes at the Global Game Jam, which saw 1650 developers make 370 games at 53 worldwide locations in just 48 hours.
| Stephen Jacobs
Critical Reception: Sony/Guerrilla's Killzone 2
This week's edition of Critical Reception examines online reviewer reaction to the Guerrila-developed, anticipated first-person shooter sequel Killzone 2
, which commentators describe as "a fantastic addition to the PS3 catalogue -- averages, feedba
| Danny Cowan
Opinion: Where Do Fighting Games Go From Here?
In this personal opinion piece, Japan-based journalist Nayan Ramachandran considers Capcom's challenges with making Street Fighter IV
more approachable for casual gamers, and why fighting game enthusiasts often reject those accessibility efforts.
| Nayan Ramachandran
How do you make a great third-person brawler? THQ's Smith cross-examines titles from God Of War
to Ninja Gaiden
and beyond to analyze the hot genre.
| Tom Smith
Release This: Street Fighter IV Hits U.S. Consoles
Gamasutra's latest exclusively compiled worldwide release list explores a week that brings Street Fighter IV
Stateside, as the Nintendo DS hosts awaited localizations of Dragon Quest V: Hand of the Heavenly Bride
and Fire Emblem: Shadow D
02.15.09 | News | Danny Cowan |
Road To The IGF: Tale of Tales' The Graveyard
Continuing interviews with the 2009 Independent Games Festival finalists, Gamasutra talks to Tale of Tales about The Graveyard
, a short but thought-provoking game about old age and death, nominated for the Innovation Award.
| Eric Caoili
From Intellivision To Today: Talking To Don Daglow
Don Daglow was one of the first five Intellivision programmers, an early producer at EA, and started the now-dormant Stormfront Studios 20 years ago -- this Gamasutra interview quizzes him about Shark! Shark!
, the 1983 video game crash, and more.
| Brandon Sheffield, Frank Cifaldi
Interview: On Renegade Kid's DS Moon Shot
Austin-based Renegade Kid has created an unusual niche: developing system-pushing 3D FPS games for the Nintendo DS -- co-owners Jools Watsham and Gregg Hargrove tell Gamasutra about their methodology, sci-fi adventure Moon
, and stretching the DS te
| Chris Remo
Opinion: Controlling Fear in Game Design
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 Gamasutra opinion piece, pseudonymous game designer Spitfire looks at using fear in game design, setting it up in opposition to the usually-desired control, and asking: "how we can use core design techniques to scare a player?"