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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:
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Features Director:
Christian Nutt
  Senior News Editor:
Kris Graft
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
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Gina Gross
 
Feature Submissions
Features

Features » Game Design
 
3
The Melody Of Change: Akira Yamaoka At Grasshopper
by Brandon Sheffield [04.09.10]
Longtime Silent Hill composer Akira Yamaoka discusses his move to No More Heroes creator Grasshopper Manufacture and the philosophy behind his approach to creating game music.
Audio, Game Design
 
 
45
The Designer's Notebook: Selling Hate and Humiliation
by Ernest Adams [04.08.10]
Design consultant Ernest Adams examines the psychological tactics used by MMO developers to generate revenue in free to play games -- and questions the ethics of games based on hate, humiliation, and powermongering.
Game Design
 
7
Smartphone Advice: Keep On Porting!
by Paul Hyman [04.07.10]
The iPhone has a huge game library -- but are other smartphone platforms catching up? Developers and analysts weigh in on the right approach to the marketplaces for Android, Blackberry, Windows 7 Mobile and more.
Business, Game Design, Mobile Phone
 
17
Embracing the Chaos: Freedom as the Cornerstone for Open World Mission Design
by James Hague [04.06.10]
The design director of Red Faction: Guerrilla talks about the transition from being scared of player freedom to truly embracing it, including several case studies of specific missions in the game and they evolved to support meaningful player interaction.
Game Design
 
29
Richard Garriott's Next Journey
by Brandon Sheffield [04.05.10]
The veteran game creator on the state of design and writing, why social is the most important new frontier in gaming, and how production techniques born in the early days of games can be superior to today's methods.
Game Design, Interview
 
24
Reshaping the Modern RPG: BioWare's Greg Zeschuk Speaks
by Brandon Sheffield [04.02.10]
BioWare's creative force and now chief creative officer of EA's RPG/MMO division speaks about the vastly different decisions made in the design of the company's various RPGs.
Game Design, Interview
 
17
Quick and Dirty Prototyping: A Success Story
by Paraluman Cruz [04.01.10]
Boomzap Entertainment has built a work style that emphasizes finding the fun before entering production, and here producer and designer Luna Cruz outlines how this results in high-quality titles.
Game Design
 
4
Twisted Timeline: Iterative Level Design in a Competitive Online Game
by David Dunne, Richard Hough [03.31.10]
Designing engaging and varied multiplayer maps can be a challenge, and here, the Riot Games developers behind League of Legends offer a peek into their iterative design process on the Twisted Treeline map.
Game Design
 
4
Bonus Feature: Backstage With The Audio Of Guitar Hero 5
by Tom Parker [03.31.10]
Neversoft audio programmer Tom Parker picks apart the process used to make the sound in the Guitar Hero games really stand out and be player-responsive -- and talks about tying in their custom tools with off the shelf solutions.
Audio, Game Design