Your (Brief) Guide To GDC 2010
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks,
Battlefield Logistics: A Bad Company 2 Interview
EA DICE's console-targeted shooter makes its second foray into the market this week,
The State of Agile in the Game Industry
Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks,
Persuasive Games: Shell Games
Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work...
The State of the Nordic Development Scene
We speak with Nordic developers about the current state of the region's game development scene, focusing on the struggles and strengths of a region known for top-notch games and business challenges.
Careful, Capcom: Christian Svensson Speaks
Capcom's U.S. VP speaks candidly about the company's plans, its development strengths, business realities, and recent comments made by its Japanese management that the U.S.
On Changing The Shape Of Interaction
Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of
In The Loop: Planning for Feedback in Video Game Audio Production
Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio
Sponsored Feature: Do-it-yourself Game Task Scheduling
In this sponsored technical article, part of Intel's Visual Computing section, Jerome Muffat-Meridol takes a look at Nulstein, his creation for in-game code task scheduling on multi-core processors.
Postmortem: Sega/Other Ocean's Super Monkey Ball 2
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the
Game UI Discoveries: What Players Want
EA DICE designer Marcus Andrews examines the UIs of several recent games and picks apart what's required for both a novel and player-satisfying interface -- one that serves the needs of the game
A Distinct Vision: Nick Earl And Visceral Games
EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles.
Ten Vicious Years: A Retrospective Interview
North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago,
The Dust of Everyday Life: The Art of Building Characters
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature,
The Art Of International Technical Collaboration At Square Enix
When Square Enix acquired Eidos, it didn't just get IP and a distribution network -- it got a Western understanding of game technology in a generation where Japan has lagged,
The Art Of Technical Collaboration: Square Enix's CTO Speaks
When Square Enix acquired Eidos, it didn't just get IP and a distribution network -- it got a Western understanding of game technology in a generation where Japan has lagged,
A Closer Look at Crunch
Certain Affinity's Dave Prout approaches the oft-discussed topic of crunch from a different angle as he searches for the root cause.
NPD: Behind the Numbers, January 2010
Gamasutra analyst Matt Matthews reviews NPD Group's January 2010 sales figures, which reflect evergreen Nintendo-published titles and how Sony is headed towards a single-platform focus.
A Little Piece Of Hell: Building The Secret World
Veteran developer Ragnar Tornquist (The Longest Journey) outlays his plan for The Secret World,
Postmortem: WayForward's A Boy and His Blob
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco,
Persuasive Games: Check-Ins Check Out
What's the point of achievements, and how do they interact with us in the real world? In this in-depth Gamasutra column,
Television, Meet Games
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4,
Two Halves, Together: Patrick Gilmore On Double Helix
The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games,
The Road To Hell: The Creative Direction of Dante's Inferno
Jonathan Knight, creative director of Dante's Inferno, discusses the thinking behind the path he and his team took in choosing and adapting the classic poem for use in the Visceral Studios action
The Sensible Side of Immersion
Neils Clark examines the intimate bond between psychology and play, and how games might tap into the recesses of the ancient human brain in order to reach new levels of immersion.
Jumpstarting Your Creativity
Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative
Truth in Game Design
What does "truth in game design" mean? Microsoft Game Studios producer/designer Scott Brodie explores the nature and implications of how truth can be created and communicated in game design,
Postmortem: Vicious Cycle's Matt Hazard: Blood Bath and Beyond
Eric Peterson, president and CEO of Vicious Cycle, recounts the ups and downs of making the PSN and XBLA parody video game Blood Bath and Beyond,
Developers React: The iPad's Future
Developers and technology providers ranging from Tiger Style's Randy Smith to ngmoco's Neil Young and Unreal's Mark Rein weigh in on the prospects and realities of developing games for Apple's
The Next Big Steps In Game Sound Design
Technical sound designer Damian Kastbauer breaks down the current generation's innovations in sound design from a technical perspective, outlining what current games can do aurally,