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Action Adventure Level Design: Kung Fu Zombie Killer
by Toby Gard
[05.07.10]
Veteran designer and Tomb Raider creator Toby Gard explains how to enhance the reality and player interest of even a very basic game's design, with a level design case study of the awesomely named Kung Fu Zombie Killer.
Game Design
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Persuasive Games: The Picnic Spoils the Rain
by Ian Bogost
[05.06.10]
Ian Bogost looks at Quantic Dream's Heavy Rain in the context of film and cinematography's history to explain why he feels the game, billed as an "interactive film," is not quite that.
Game Design
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Exclusive: Yuji Naka's New Bird
by Christian Nutt, Brandon Sheffield
[05.05.10]
One of the original creators of Sonic the Hedgehog, Yuji Naka updates Gamasutra on his own studio, Prope, and discusses upcoming Ivy the Kiwi?, thoughts on Sega, and more.
Business, Game Design, Interview
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Rebooting Medal Of Honor
by Kris Graft
[05.04.10]
What goes into reawakening a franchise that a publishing executive admits "did fall on hard times"? EA Games label president Frank Gibeau and EALA's Greg Goodrich and Rich Farrelly discuss the revitalization of Medal of Honor.
Business, Game Design, Interview
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Brian Reynolds On His Social Transition
by Christian Nutt
[05.03.10]
As one of the biggest names to make the transition into social games with FarmVille developer Zynga, Brian Reynolds (Rise of Nations) is in a unique position to talk about the challenges and opportunities of the switch.
Business, Game Design, Interview
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Interview: The Rise of Free-To-Play At EA
by Chris Remo
[04.30.10]
Ben Cousins, former DICE man who spearheaded Battlefield Heroes, talks Lord of Ultima and how these games are part of a new division of EA catered to the free-to-play market -- and why.
Business, Game Design, Interview
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The Secrets Of Cloth Simulation In Alan Wake
by Henrik Enqvist
[04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
Programming, Visual Art
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Creating Atmosphere In Dead To Rights: Retribution's Grant City
by Aaron Allport, Bob Cheshire, Ian Pestridge
[04.28.10]
How can visual art create meaning in games, and what techniques will serve best? Volatile Games' art team behind Dead to Rights: Retribution's neo-noir Grant City attempts to answer these questions.
Game Design, Visual Art
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Postmortem: Magnin & Associates' Skittleball
by Ed Magnin, Paul Schorn
[04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business, Game Design, Postmortem, Programming, Production
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