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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
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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
 
3
The Art of Balance: Pokémon's Masuda on Complexity and Simplicity
by Christian Nutt [04.03.09]
In a rare interview, Gamasutra talks to the key directors behind the 186 million unit-selling Pokemon series, talking about balancing and developing the massively popular Nintendo-backed series.
Game Design
 
 
22
Persuasive Games: Familiarity, Habituation, and Catchiness
by Ian Bogost [04.02.09]
In his latest 'Persuasive Games' column, author and game designer Ian Bogost looks at why we should repeal Bushnell's Law and move from 'addiction' to 'catchiness' in our framing of video games.
Game Design
 
28
Unlocking Achievements: Rewarding Skill With Player Incentives
by Mary Jane Irwin [04.01.09]
Where did in-game achievement mania come from? Gamasutra talks to Naughty Dog, Infinity Ward, EA, Turn 10 and more to find what works, and what doesn't in the world of player achievements.
Game Design
 
49
Making Games Art: The Designers' Manifesto
by John Sharp, David Fox [03.31.09]
In a likely to be controversial manifesto, the veteran developers that cluster around the Project Horseshoe mini-conference have produced a list of problems -- and solutions -- for video games' continuing strides towards the pantheon of great art.
Game Design
 
0
2009 GDC Coverage
by Gamasutra [03.21.09]
All this week, Gamasutra staff will be bringing you the latest news, lecture and keynote reports and interviews from Game Developers Conference 2009 in San Francisco.
Game Design
 
18
Game Writing From The Inside Out
by Marianne Krawczyk, Susan O'Connor [03.18.09]
In a Gamasutra-exclusive analysis, Krawczyk and O'Connor, writers for the God Of War series and Far Cry 2/Gears Of War respectively, discuss how writers and designers can collaborate smoothly and successfully.
Game Design
 
17
The Silent Revolution Of Playtests, Part 1
by Pascal Luban [03.17.09]
Starting a new series, former Ubisoft designer Luban looks at why regular and detailed playtests are vital to center a game's development around the player.
Game Design
 
2
LittleBigGalaxy? Alex Evans On What's Next For Media Molecule
by Brandon Sheffield [03.13.09]
LittleBigPlanet co-creator Alex Evans has a multitude of fascinating opinions on development, game criticism, and where his company is going next, all showcased in this in-depth Gamasutra interview.
Game Design, Interview
 
17
Gameplay Fundamentals: The Identity Crisis in the Racing Genre
by Mike Lopez [03.11.09]
In this design article, veteran EA, Radical and THQ designer Mike Lopez looks at the make-up of the racing game genre, asking what factors truly differentiate one title from another, and how we can communicate them effectively to players.
Game Design