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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
 
28
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
 
 
9
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
 
19
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
 
10
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
 
10
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
 
7
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
 
3
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
 
11
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
 
12
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