NPD: Behind the Numbers, August 2009
Gamasutra's latest analysis of NPD's U.S. console retail figures examines hardware prices and key software prospects -- and explains how the industry will likely miss $20 billion in revenue for the
From Sierra To Korea: J. Mark Hood's New Way
In this interview, Gamasutra talks to free-to-play MMO firm Reality Gap's co-founder J.
The Man Who Won Tetris
Gamasutra talks to Henk Rogers, the man who licensed Alexey Pajitnov's Tetris for console systems and runs The Tetris Company.
The Rise And Fall Of The Dreamcast
In this ten-year Dreamcast retrospective, Gamasutra looks back at Sega's last effort in the console market through interviews with former president of Sega of America Bernie Stolar,
The History of Star Raiders: Taking Command
In this game history article, Loguidice and Barton examine Doug Neubauer's 1979 space sim for the Atari 8-bit computers, Star Raiders,
Postmortem: Realtime Worlds' Crackdown
In this Gamasutra bonus feature, published online for the first time in honor of Realtime Worlds' upcoming APB and spinoff studio Ruffian's Crackdown 2,
The Man Behind Battle.net: Greg Canessa Speaks
Blizzard is readying a massive upgrade for in-house game specific online game service Battle.net, to debut alongside StarCraft II, and Gamasutra sits down with recently appointed Battle.
From the Ashes of Mythos: The Art of Torchlight
What happens when developers lose control of a nearly-finished game soon before its planned release? After forming a new studio, Runic Games,
Postmortem: Crystal Dynamics' Tomb Raider: Underworld
This in-depth postmortem from the creators of the latest Tomb Raider title, originally printed in Game Developer magazine earlier this year,
Generating Cash For Premium Flash
When implemented correctly, single-player Flash games can have the same success with microtransactions as the free MMO space is enjoying -- here's what's worked.
An Age To Come: Ray Muzyka On BioWare's Dragon Age
BioWare's Ray Muzyka takes us inside Dragon Age's social philosophy and discusses the developer's new top billing within EA.
Making Shadow Complex: Donald Mustard Speaks
Though it's quickly proving to be one of the biggest buzz games of 2009, Shadow Complex was not a sure bet for Chair Entertainment when the project began.
Ludus Florentis: The Flowering of Games
The video game industry is going through a massive sea change, and Divide By Zero's James Portnow sits down to examine just what's going on, from tool simplification to distribution network changes,
Building Buzz for Indie Games
In this in-depth feature, Mode 7 Games (Determinance, Frozen Synapse) co-head Paul Taylor discusses key steps to getting your independent game known,
No More Wrong Turns
How do you navigate complex video game levels easily? Designer Nerurkar looks at examples from Fallout 3 through Shadow Of The Colossus to examine the top tools for aiding level navigation for
Playfish: The Social Gaming Provocateurs
Facebook game creator Playfish (Pet Society) has created some of the more sophisticated games for social networks,
20 Years Of Evolution: Scott Miller And 3D Realms
The shareware innovator charts a path through his origins as a programmer in high school all the way to the future of his work with Radar, his new company dedicated to IP formation and evolution.
Dirty Coding Tricks
When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. Here are nine real-life examples.
Upping Your Game's Usability
How do you make your game UI more usable? Developer Glinert takes a look at the four main elements -- learnability, simplicity, efficiency, and aesthetic -- that help game usability to flourish.
Shooting For The Stars: Blizzard's Sigaty On Developing StarCraft II
Gamasutra recently sat down with Blizzard's StarCraft II's lead producer Chris Sigaty, and with him delved into the practices and pressures that have lead to the PC RTS,
NPD: Behind the Numbers, July 2009
This closer look at NPD's U.S. video game retail data for July 2009 examines the possibility of a Nintendo DSi price drop, sales of EA's NCAA Football franchise,
From Me to Wii: Martin Hollis' Journey
Gamasutra sits down with former Rare game director Martin Hollis (GoldenEye 007) to discuss his career to date, his work on Bonsai Barber for WiiWare, and his thoughts on today's game business.
Social Gaming Draws Developers In
'Core' game industry notables like Brian Reynolds and Steve Meretzky have been redirecting their design efforts to social network games on Facebook and MySpace -- but why? Gamasutra talks to them
Networks With Letters
In this technical piece, Introversion's Knottenbelt discusses the 'discrete event simulation' approach to multiplayer in the upcoming Darwinia+ for Xbox Live Arcade,
Public Relations in Games: The Science of Secrets
Talking to game PR professionals at Electronic Arts, THQ, Telltale, and Destineer, Gamasutra looks at how carefully released information builds interest in today's games,
A Casual Rebirth: The Remaking Of Majesco
Majesco went from near-financial disaster with major core game failures like Advent Rising to company turnaround with casual games such as the Cooking Mama series and Jillian Michaels fitness
Vital Game Narrative: A Conversation With Rhianna Pratchett
Gamasutra talks in-depth to Pratchett, the writer and narrative designer on projects including Mirror's Edge, Heavenly Sword and the Overlord franchise,
A New Attitude To Game Engineering: Embrace Change, Re-Use, Fun
Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through
Postmortem: ngmoco/Demiurge Studios' WordFu
In this in-depth Gamasutra postmortem, the team at console and PC developer Demiurge Studios (Mass Effect for PC) explain what went right and wrong in creating popular iPhone word game WordFu,
The Boneyard: The Most Important Part of Your Character is Invisible
In a visual arts-specific article for Intel's Visual Computing microsite and originally published in Game Developer magazine,