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Latest News
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May 9, 2010
 
GDC Canada: How Dead Rising 2 Analyzes The Zombie Menace
 
Miyamoto: It's 'Unfair' To Say Nintendo Isn't Proactive About Online [21]
 
Facebook Games See User Dip As Notification Rules Change [16]
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Latest Jobs
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May 9, 2010
 
Sucker Punch Productions
Game Designer
 
Sucker Punch Productions
Texture Artist
 
Piranha Games Inc
Lead Environment Artist Xbox360/PS3
 
Piranha Games Inc
Lead Multiplayer Designer
 
Piranha Games Inc
Lead Multiplayer Engineer
 
Piranha Games Inc
Senior Technical Director
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Latest Blogs
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May 9, 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
 
18
What Are The Rewards Of 'Free-To-Play' MMOs?
by Paul Hyman [06.09.09]
Free to play, microtransaction-based MMOs are all the rage in the game business -- but why is there so little information on how much money they make? Gamasutra talks to principals from Metaplace, Three Rings and Lightspeed Venture Partners to reveal specific numbers.
Business, Game Design
 
 
2
The Story Thing: BioWare's David Gaider Speaks
by Chris Remo [06.08.09]
BioWare lead writer David Gaider both helped created the story and wrote the just-debuted prequel novel for the firm's key fantasy RPG Dragon Ages, and talks to Gamasutra in-depth about getting his job, BioWare's work methodology, and plans for the game.
Game Design, Interview
 
10
RPGs, Moving Forward: An Interview With Feargus Urquhart
by Ben Fritz [06.05.09]
Gamasutra sits down with Obsidian Entertainment's Feargus Urquhart to discuss the RPG genre, the pros and cons of running an independent developer in these uncertain times, and the industry in 2009.
Game Design, Interview
 
8
Dynamic Game Audio Ambience: Bringing Prototype's New York City to Life
by Scott Morgan [06.04.09]
In a fascinating, in-depth audio article, Radical's Morgan explains the detail that went into creating the complex ambient sound for the troubled cityscape in action game Prototype.
Audio, Game Design
 
0
Games Demystified: Rolando
by Jeremy Alessi [06.03.09]
Continuing his popular series, Jeremy Alessi presents a unique guide to the iPhone hit's Rolando's unique gameplay mechanics, with example code showcasing touch and physics-related game concepts.
Game Design, Programming
 
2
Postmortem: Gaijin Games' BIT.TRIP BEAT
by Alex Neuse [06.02.09]
In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title.
Game Design, Postmortem, Production
 
8
Bing Gordon: On Being A Contrarian
by Brandon Sheffield [06.01.09]
"I guess I like being a contrarian," says Bing Gordon, who was the chief creative officer at Electronic Arts -- having started with the company in 1982 -- but left over a year ago for leading venture capital firm Kleiner, Perkins, Caufield & Byers (KPCB.) Gamasutra talks to him about his career and the state of the game business.
Game Design, Interview
 
10
Think Like Takahashi: Noby, Katamari, Creativity, And Carpet
by Mathew Kumar, Christian Nutt [05.29.09]
Keita Takahashi, creator of Katamari Damacy and Noby Noby Boy, is generally more interested in art, life, and his dog, than the work of his creative peers - so Gamasutra tried bringing paper and pens to our interview, and here are the results.
Game Design, Interview
 
31
Persuasive Games: I Want My 99¢ Back
by Ian Bogost [05.28.09]
In his new column, writer and designer Ian Bogost looks at Apple's iPhone App Store -- and one of his game purchasers' demands to get his 99c back -- to discuss digital purchases, value, price point, and the 'race to the bottom' for iPhone games.
Business, Game Design