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Leading The Design of APB
by Christian Nutt
[06.26.09]
Realtime Worlds' EJ Moreland talks in-depth to Gamasutra on designing All Points Bulletin's complex world, from customization to multiplayer combat to its larger vision.
Game Design, Interview
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Dramatic Play
by Stephen Dinehart
[06.25.09]
In a wide-ranging article, former Company of Heroes: Opposing Fronts narrative designer Stephen Dinehart looks at the future of game story by examining narrative theory through the ages.
Game Design
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Peter Moore on the Strategy of Sports
by Brandon Sheffield
[06.22.09]
Sega and Microsoft veteran Peter Moore now heads up Electronic Arts' EA Sports division, and talks in-depth to Gamasutra about the expansion into more casual titles, the status of the label's perennials, and lots more.
Business, Game Design, Interview
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Innovative Casual Game Design: A Year in Review
by Nick Fortugno, Juan Gril
[06.19.09]
Originally presented to acclaim at GDC 2009's Casual Games Summit, Nick Fortugno and Juan Gril's review of casual game design looks at the biggest innovations and trends in accessible casual and indie games over the last 12 months.
Game Design
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The Necessity Of Interactive Animation For Games
by Christiaan Moleman
[06.17.09]
In this in-depth article, Arkane and Streamline Studios animator Moleman discusses why he believes that body language and facial expression are the keys to making our games feel more vibrant.
Game Design, Visual Art
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Microsoft's Future Begins Now: Shane Kim Speaks
by Kris Graft, Brandon Sheffield
[06.16.09]
Gamasutra talks to veteran Microsoft VP Shane Kim about its Xbox plans for the rest of 2009, how he sees Project Natal as a relaunch for the Xbox 360, new socially oriented titles Joy Ride and 1 Vs. 100, and much more.
Business, Game Design, Interview
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A Meaningful Collaboration: The Eidos And Square Enix Interview
by Christian Nutt
[06.12.09]
Some thought it a surprise when Japanese Final Fantasy powerhouse Square Enix acquired Western Tomb Raider publisher Eidos. But where from here? Gamasutra talks to the companies' CEOs, Yoichi Wada and Phil Rogers, to find out.
Business, Game Design, Interview
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Classics Live Again: The Art of Downloadable Remakes
by Mike Leader
[06.11.09]
Talking to developers from Backbone Entertainment (Super Street Fighter II Turbo HD Remix), Tozai Games/Southend Interactive (R-Type Dimensions) and GRIN (Bionic Commando Rearmed), Gamasutra examines why the classic franchise update lives on, thanks to downloadable console games.
Business, Game Design
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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
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