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May 8, 2010
 
GDC Canada: How Dead Rising 2 Analyzes The Zombie Menace
 
Miyamoto: It's 'Unfair' To Say Nintendo Isn't Proactive About Online [18]
 
Facebook Games See User Dip As Notification Rules Change [14]
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Latest Jobs
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May 8, 2010
 
Piranha Games Inc
Senior Technical Director
 
Piranha Games Inc
Lead Environment Artist Xbox360/PS3
 
Piranha Games Inc
Lead Multiplayer Designer
 
Piranha Games Inc
Lead Multiplayer Engineer
 
Warner Bros Games
Sr. Artist/Animator - SURREAL SOFTWARE - #117270
 
Warner Bros Games
Sr. Game Writer - WB Games - #117015
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Latest Blogs
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May 8, 2010
 
A Scary and Near Future
 
Ryzom: Free as in Freedom [1]
 
Acting Your Way Over The Uncanny Valley [6]
 
Satisfying the Player [5]
 
Downsides to Iteration [3]
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About
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Features Director:
Christian Nutt
  Senior News Editor:
Kris Graft
Editor At Large:
Chris Remo
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John 'Malik' Watson
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Gina Gross
 
Feature Submissions
Features

Features » Book Excerpts
 
16
Book Excerpt: Game Engine Architecture
by Jason Gregory [11.25.09]
Gamasutra presents an excerpt from Jason Gregory's Game Engine Architecture; the book contains a huge amount of data on specifics to consider when developing a game engine.
Programming, Book Excerpts
 
 
6
The History of Spacewar!: The Best Waste of Time in the History of the Universe
by Matt Barton, Bill Loguidice [06.10.09]
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 look at 1962's Spacewar!, one of the first and most groundbreaking games ever created, and the titles it influenced.
Game Design, Book Excerpts
 
31
The History of Rogue: Have @ You, You Deadly Zs
by Matt Barton, Bill Loguidice [05.05.09]
UNIX-based dungeon crawler Rogue: Exploring the Dungeons of Doom (aka Rogue) is a key early video game, despite not even originating on a home platform -- Loguidice and Barton extract bonus material from their 'Vintage Games' book to analyze it in detail.
Game Design, Book Excerpts
 
9
The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
by Matt Barton, Bill Loguidice [02.06.09]
How did user-created content start? Bill Budge's classic 1983 Pinball Construction Kit was one of the earliest titles to focus on it, and this Gamasutra article looks at its genesis in-depth.
Game Design, Book Excerpts
 
1
Book Excerpt: Inside Game Design: Media Molecule
by Iain Simons [12.14.07]
In this exclusive book excerpt, LittleBigPlanet developers Media Molecule discuss the formation of the company, the development advantages of a small team, and the fascinating evolution of game concepts from Rag Doll Kung Fu to LittleBigPlanet.
Interview, Book Excerpts
 
1
Book Excerpt: Inside Game Design: Harmonix Music Systems
by Iain Simons [12.05.07]
How exactly did Harmonix and RedOctane create the original and seminal Guitar Hero, from concept to reality? In this extract from Iain Simons' book Inside Game Design, designer Rob Kay explains the genesis of the project in detail.
Book Excerpts
 
0
Book Excerpt: Exploiting Online Games
by Greg Hoglund, Gary McGraw [08.10.07]
Security is a growing concern among both players and providers of MMOs, and in this exclusive book extract from 'Exploiting Online Games', authors Gary McGraw and Greg Hoglund look at data exposure and countermeasures for macro bots in online games.
Book Excerpts
 
0
Book Extract: Legend Of The Syndicate
by Sean Stalzer [06.12.07]
The Syndicate is one of the longest-running MMO guilds of all time, and it's just about to publish a book discussing its 11-year social history, from Ultima Online to World Of Warcraft and beyond - Gamasutra has an exclusive in-depth excerpt from 'The Legend Of The Syndicate'.
Book Excerpts
 
1
Halo Science 101
by Kevin Grazier [05.02.07]
In an article from the new 'Halo Effect' book, Battlestar Galactica science advisor Kevin R. Grazier takes a look at the hard science behind Bungie's Halo series, calculating the reality of surviving and fighting on a planet-sized spinning metal ring.
Game Design, Programming, Book Excerpts