|
|
EA Takes Japan: An Interview With Rex Ishibashi
by Christian Nutt
[10.16.09]
Publishing giant Electronic Arts is getting aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there.
Business, Game Design, Interview
|
|
|
|
Making Better Games Through Iteration
by Will Luton
[10.15.09]
Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity
Game Design
|
|
|
The Birth of Collecting: The Osiris Archetype In Games
by Jason Johnson
[10.14.09]
Jason Johnson looks to the mythological Egyptian god Osiris to draw an inconspicuous parallel between the story of the supernatural being and the practice of collecting objects in video games.
Game Design
|
|
|
Developing Games for Android
by Derek James
[10.13.09]
Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages.
Business, Game Design, Mobile Phone
|
|
|
The Illusions We Make: Gearbox's Randy Pitchford
by Chris Remo, Brandon Sheffield
[10.12.09]
Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's "been wanting to make for 10 years."
Business, Game Design, Interview
|
|
|
Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
by Brandon Sheffield
[10.09.09]
Jeremiah Slaczka of Scribblenauts creator 5th Cell talks future plans -- including XBLA development -- and why he refused to create the SpongeBob and Wii versions of Drawn to Life.
Game Design, Interview
|
|
|
Postmortem: ACE Team's Zeno Clash
by Carlos Bordeu
[10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
Audio, Game Design, Postmortem, Production, Visual Art
|
|
|
The Man At The Center Of Microsoft's First Party Strategy
by Christian Nutt
[10.06.09]
Microsoft Worldwide Studios head Phil Spencer discusses the company's first-party strategy, the role Natal plays, and experiments with new business models.
Business, Game Design, Interview
|
|
|
The Littlest Things: Sony's PSP Mini Strategy
by Allen Rausch
[10.05.09]
It's the era of the small-app game, and we look closely at the strategy of Sony's PSP Minis, the developers behind it, the program's goals -- and its caveats.
Business, Game Design
|
|