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Latest News
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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 [11]
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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
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
  Senior News Editor:
Kris Graft
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Features

Features » Game Design
 
4
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
 
 
8
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
 
7
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
 
15
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
 
21
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
 
7
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
 
10
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
 
18
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
 
3
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