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Persuasive Games: The Proceduralist Style
by Ian Bogost
[01.21.09]
'Games as art' is a tired conversation, says writer and designer Ian Bogost, who instead proposes 'proceduralism' as the new phrase to describe innovative indie titles from Braid to Passage and beyond.
Game Design
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Practical Game Playtesting: A Wii-Based Case Study
by Gareth Griffiths
[01.15.09]
Sidhe Interactive's Griffiths discusses in depth how the GripShift developer playtested and improved their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes.
Game Design, Production
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Postmortem: RiverMan Media's MadStone
by Jacob Stevens
[01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Game Design, Postmortem, Programming, Production
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Dodging, Striking, Winning: The Arc System Works Interview
by Christian Nutt
[01.13.09]
In a rare interview, Gamasutra talks to Guilty Gear creators Arc System Works on the state of the fighting game genre, new projects, and opinions on the Soulcalibur and Street Fighter franchises.
Game Design, Interview
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The History Of Pong: Avoid Missing Game to Start Industry
by Matt Barton, Bill Loguidice
[01.09.09]
In the first of a new Gamasutra series, Loguidice and Barton present a detailed history of Pong, the video game that jumpstarted the entire business, and some of the innovations it inspired.
Game Design
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Postmortem: Mommy's Best Games' Weapon of Choice
by Nathan Fouts
[01.08.09]
Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem.
Game Design, Postmortem, Programming, Production
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Game Developer's Front Line Awards 2008
by Jeffrey Fleming
[01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
Audio, Game Design, Programming, Visual Art, Game Developer Magazine
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iLang Syne: A Guide To iPhone Game Development In 2009
by Jeremy Alessi
[01.06.09]
Veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of making games for Apple's hit device.
Game Design, Production
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Games The Way They Want: Catching Up With Treasure
by Tim Rogers, Brandon Sheffield
[01.05.09]
Japanese developer Treasure has created games from Gunstar Heroes through Ikagura and Bangai-O -- Gamasutra quizzes CEO Masato Maegawa on the company's storied history and future.
Game Design, Interview
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