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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
 
57
The Gamasutra 20: Top Game Writers
by Bonnie Ruberg [02.20.09]
Continuing the 'Gamasutra 20' series, we name and profile a score of the world's top game writers and story crafters, from Levine to Schafer and far beyond.
Game Design
 
 
14
Intelligent Brawling
by Tom Smith [02.19.09]
How do you make a great third-person brawler? THQ's Smith cross-examines titles from God Of War to Ninja Gaiden and beyond to analyze the hot genre.
Game Design
 
7
Book Review: The Art of Game Design
by Daniel Cook [02.18.09]
What's the big deal with Jesse Schell's new 'Art Of Game Design' book? Writer and designer Daniel Cook takes a look at the Front Line Award winning tome.
Game Design
 
43
Persuasive Games: Video Game Kitsch
by Ian Bogost [02.17.09]
Who is the Thomas Kinkade of video games? Writer and designer Bogost explores how mawkish sentimentality can be lucrative -- and how it applies to games.
Game Design, Visual Art
 
0
PC Heritage, Bright Future: The Creative Assembly Interview
by Chris Remo [02.13.09]
Sega-owned UK developer The Creative Assembly (Total War) has some unique views on the enduring nature of 'core' PC games, as the studio's Kieran Brigden explains to Gamasutra.
Game Design, Interview
 
12
Design Language: Design by Darwin
by Noah Falstein [02.12.09]
Veteran game designer Noah Falstein (Sinistar, Koronis Rift) commemorates Charles Darwin's birthday with an insightful look at how Darwin's evolutionary ideas have influenced game design.
Game Design
 
9
The History of the Pinball Construction Set: Launching Millions of Creative Possibilities
by Matt Barton, Bill Loguidice [02.06.09]
How did user-created content start? Bill Budge's classic 1983 Pinball Construction Kit was one of the earliest titles to focus on it, and this Gamasutra article looks at its genesis in-depth.
Game Design, Book Excerpts
 
15
Subtitles: Increasing Game Accessibility, Comprehension
by Gareth Griffiths [02.05.09]
How to ensure your game is accessible to those with hearing impairments and comprehensible to all players? This wealth of simple tips can help.
Game Design
 
4
Postmortem: NinjaBee's A Kingdom for Keflings
by Steven Taylor [02.04.09]
In this Gamasutra-exclusive postmortem, NinjaBee explain what went right - and wrong - while creating Avatar-enabled Xbox Live Arcade worldbuilding game A Kingdom For Keflings.
Game Design, Postmortem