Games

The Relocation Game

Is moving across the world for a new job worth it? Four developers who changed countries to change jobs weigh in on the pros and cons as well as reasons for and opportunities presented by the moves

Action Adventure Level Design: Kung Fu Zombie Killer

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,

Action Adventure Level Design, Part 2

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.

Persuasive Games: The Picnic Spoils the Rain

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.

Exclusive: Yuji Naka's New Bird

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.

Rebooting Medal Of Honor

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

Brian Reynolds On His Social Transition

As one of the biggest names to make the transition into social games with FarmVille developer Zynga,

Interview: The Rise of Free-To-Play At EA

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.

The Secrets Of Cloth Simulation In Alan Wake

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.

Creating Atmosphere In Dead To Rights: Retribution's Grant City

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.

Postmortem: Magnin Associates' Skittleball

In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin Associates, a veteran developer of portable games,

The Worlds Inside R.A. Salvatore

The bestselling fantasy author details his process of building credible worlds that can support lengthy book series and massive games, from Forgotten Realms to 38 Studios' upcoming MMO Copernicus.

The Elegance Of Metroid: Yoshio Sakamoto Speaks

Nintendo's main man behind the Metroid series talks about what he feels is the core of its enduring popularity, the collaboration with Team Ninja on Other M,

From Research To Games: Interacting With 3D Space

While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr.

First Five Minutes: How Tutorials Make or Break Your Social Game

Digital Chocolate's lead social designer discusses the complexities of attracting social gamers with little patience -- and still teaching them to play your game both effectively and appealingly.

Action Adventure Level Design, Part 1

The experienced designer and Lara Croft creator here outlines a process for designing action/adventure gameplay that will satisfy the needs of both your player and your game's story,

NPD: Behind the Numbers, March 2010

Gamasutra analyst Matt Matthews looks at the U.S. console game industry's return to growth in March's NPD results -- are the declines behind us, and where do we go from here?

Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution

Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the Deus Ex series but ten years later in

From Two Years to Two Months: Transforming a Studio

Blue Fang Games' director of online and mobile games discusses the proper way to evolve a studio used to developing packaged,

The Game Developer 50

In this signature Game Developer magazine article, the editors profile 50 of the most important individual contributors to the current state of gaming -- from indies to AAA, from business to art,

Creating Blueberry Garden

The creator of the 2009 IGF Grand Prize winner Blueberry Garden shares the thought processes and inspirations that shaped his atmospheric exploration-based PC indie game,

Matias Myllyrinne: The Advent Of Alan Wake

The Remedy man on the creative evolution of games, the production process of this long-in-development thriller,

The Melody Of Change: Akira Yamaoka At Grasshopper

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.

The Designer's Notebook: Selling Hate and Humiliation

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,

Smartphone Advice: Keep On Porting!

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,

Embracing the Chaos: Freedom as the Cornerstone for Open World Mission Design

The design director of Red Faction: Guerrilla talks about the transition from being scared of player freedom to truly embracing it,

Richard Garriott's Next Journey

The veteran game creator on the state of design and writing, why social is the most important new frontier in gaming,

Reshaping the Modern RPG: BioWare's Greg Zeschuk Speaks

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.

Quick and Dirty Prototyping: A Success Story

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.

Twisted Timeline: Iterative Level Design in a Competitive Online Game

Designing engaging and varied multiplayer maps can be a challenge, and here,

Powered by Drupal, an open source content management system