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Small Developers: Minimizing Risks in Large Productions - Part II
by Troy Dunniway
[11.19.09]
Microsoft, EA, Insomniac, and Ubisoft veteran Troy Dunniway continues an earlier article in discussing some of the major risks involved in transitioning from a small to large development team and how to identify and avoid them.
Business, Game Design
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Reflecting On Uncharted 2: How They Did It
by Kris Graft
[11.13.09]
As Uncharted 2 tops U.S. console retail charts, Gamasutra sits down with Naughty Dog's lead designer on the project, Neil Druckmann, looking back over the sequel's creation, polishing,character honing, plotting, and more.
Game Design, Production, Interview
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Postmortem: Wadjet Eye's The Blackwell Convergence
by Dave Gilbert
[11.12.09]
In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation.
Game Design, Postmortem, Production
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The Tiger And The Spider: From AAA To App Store
by Christian Nutt
[11.11.09]
Tiger Style co-founders Randy Smith and David Kalina talk to Gamasutra on their successful iPhone title Spider, the state of the fast-moving App Store, what it means to be be transitioning from a big studio developer into a world of high-pressure, low-overhead game development.
Business, Game Design, Interview
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A Case For Virtual Game Development - Need For Speed: Shift
by Simon Tomlinson
[11.10.09]
In this in-depth article, Slightly Mad Studios contractor Tomlinson explains how the firm completed highly-rated EA-published console racing game Need For Speed Shift with a largely virtual team structure, with a personal perspective on how remote working can work even for larger game teams.
Game Design
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Gamasutra Versus Capcom: The Tatsunoko Interview
by Christian Nutt
[11.09.09]
Capcom has chosen to revitalize its Versus fighting game series in the form of Tatsunoko vs. Capcom, and Gamasutra sits down with the game's producer Ryota Niitsuma to discuss its Wii-exclusive genesis, how the project got started, and more.
Business, Game Design, Interview
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On Bringing Modern Warfare 2 To Life
by Chris Remo
[11.06.09]
Gamasutra sits down with Joel Emslie, Call Of Duty: Modern Warfare 2's lead character artist, to discuss the processes by which the most respected name in war games gets its considerable visual punch.
Game Design, Visual Art, Interview
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Games Demystified: Dissidia Final Fantasy
by Jeremy Alessi
[11.05.09]
In each Games Demystified column, developer Jeremy Alessi unpacks the technique behind a game's signature gameplay -- complete with a demo -- and this time, he's be covering the Tony Hawk-esque rail grinding of Dissidia: Final Fantasy.
Game Design
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Building Social Success: Zynga's Perspective
by Christian Nutt
[11.04.09]
Zynga's business development VP Hugh de Loayza talks in detail to Gamasutra about not just what makes social games successful, but why developers like Brian Reynolds, who left Big Huge Games for Zynga, are attracted to the social games space -- besides the potential profits.
Business, Game Design, Interview
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