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The Elegance Of Metroid: Yoshio Sakamoto Speaks
by Christian Nutt
[04.23.10]
Nintendo's main man behind the Metroid series talks about what he feels is the core of its enduring popularity, the collaboration with Team Ninja on Other M, and how storytelling plays a role in games.
Game Design, Interview
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From Research To Games: Interacting With 3D Space
by Joseph LaViola Jr.
[04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Game Design, Programming
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First Five Minutes: How Tutorials Make or Break Your Social Game
by Aki Jarvinen
[04.21.10]
Digital Chocolate's lead social designer discusses the complexities of attracting social gamers with little patience -- and still teaching them to play your game both effectively and appealingly.
Game Design
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Action Adventure Level Design, Part 1
by Toby Gard
[04.20.10]
The experienced designer and Lara Croft creator here outlines a process for designing action/adventure gameplay that will satisfy the needs of both your player and your game's story, in the first installment of a multi-part series.
Game Design
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Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution
by Chris Remo
[04.16.10]
Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the Deus Ex series but ten years later in the real world.
Game Design, Visual Art, Interview
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From Two Years to Two Months: Transforming a Studio
by Eduardo Baraf
[04.15.10]
Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged, long-cycle products into one that operates quickly in the Facebook and iPhone arenas.
Business, Game Design
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Creating Blueberry Garden
by Erik Svedäng
[04.14.10]
The creator of the 2009 IGF Grand Prize winner Blueberry Garden shares the thought processes and inspirations that shaped his atmospheric exploration-based PC indie game, which he calls "a small stepping stone in trying to help evolve storytelling in games."
Game Design
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The Game Developer 50
by Brandon Sheffield, Jeffrey Fleming
[04.13.10]
In this signature Game Developer magazine article, the editors profile 50 of the most importantcontributors to the current state of gaming -- from indies to AAA, from business to art, design, and beyond.
Business, Game Design
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Matias Myllyrinne: The Advent Of Alan Wake
by Christian Nutt
[04.12.10]
The Remedy man on the creative evolution of games, the production process of this long-in-development thriller, and the demands versus the opportunities afforded by the creation of DLC and the extension of the current generation.
Game Design, Production, Interview
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