The History of Robotron: 2084 - Running Away While Defending Humanoids
In the latest in a series of Gamasutra-exclusive bonus material originally to be included in Bill Loguidice and Matt Barton's new book Vintage Games,
The South African Game Development Scene: Past, Present, and Future
The South African game development scene has had a turbulent history but is striving for a meaningful future; here, local Oliver Snyders examines the evolution of the industry over the past decade,
King of 2D: Vanillaware's George Kamitani
Japanese independent developer Vanillaware has created modern 2D game classics such as Odin Sphere and the upcoming Muramasa:
Thinking Brink: Splash Damage's Console Evolution
UK-based Quake Wars developer Splash Damage is making a play onto consoles with the Bethesda-published Brink, which tries completely seamless transitions between singleplayer,
Learning the Ways of the Game Development Wiki
Game design veteran Ryan (Fracture) looks at the Wiki as a game design and development tool, asking -- is it the right tool to use to document game creation,
Sponsored Feature: An Interview with Intel's Mike Burrows
In this Intel-sponsored feature, part of the Visual Computing website, the company's Mike Burrows, who is Senior Graphics Software Architect Manager for the Larrabee creator,
Anatomy of a Game Mechanic
Game design veteran Sigman presents a detailed look at how game mechanics can be represented visually -- and what we can learn about how to make great video games thanks to such alluring graphs.
Persuasive Games: This Is Only A Drill
In his new Gamasutra column, writer and game designer Ian Bogost asks -- why can't the power of games be used to help retain information in public safety drills,
The Mouse That Gamed: Graham Hopper Talks Disney's Video Game Strategy
Disney Interactive president Graham Hopper is pursuing a broad array of avenues, and here he discusses the careful approach the company's numerous gaming brands.
Yoshiro Kimura's Strange Journeys
Gamasutra sits down with Little King's Story and Chulip creator Yoshiro Kumira, a game designer with a different way of looking at the world,
A New Life for Arcades?
In an overview of the current arcade game business, industry consultant Kevin Williams examines the state of the market, probing why,
Sponsored Feature: The All-Important Import Pipeline
In this sponsored feature, part of Intel's Visual Computing section, Rod Green discusses the creation of art pipelines for the firm's Project Offset engine/game,
A Circular Wall? Reformulating the Fourth Wall for Video Games
In this in-depth article, Conway uses games such as Max Payne, Metal Gear Solid and even Sonic The Hedgehog to discuss how video games can break boundaries to refer to the world outside the game --
Game PR and You: A Comprehensive Overview
The relationship between a game creator/publisher and the public is absolutely key - so what is the current landscape like,
testNPD: Behind the Numbers, June 2009
Gamasutra's latest analysis of NPD's U.S. console retail figures examines June's 31% sales slump in the context of the recent past,
NPD: Behind the Numbers, June 2009
Gamasutra's latest analysis of NPD's U.S. console retail figures examines June's 31% sales slump in the context of the recent past,
Ken Levine on Studio Culture: From Looking Glass to 2K Boston
In a major new interview, BioShock creator Ken Levine talks to Gamasutra about staffing up 2K Boston for his "substantially more ambitious" next project, studio culture, philosophy, and more.
The History and Theory of Sandbox Gameplay
In this in-depth Gamasutra analysis, game professional Breslin examines the history and current state of the 'sandbox game',
History and Theory of Sandbox Gameplay
In this in-depth Gamasutra analysis, game professional Breslin examines the history and current state of the 'sandbox game',
Anatomy of a Combat Zone
In this detailed design article, Blue Castle (Dead Rising 2) level design director Bridge examines how you design memorable, tactical combat areas for first/third-person shooter games.
The History of Defender: The Joys of Difficult Games
In the latest in a series of Gamasutra-exclusive bonus material originally to be included in Bill Loguidice and Matt Barton's new book Vintage Games,
Lighting The Ignition: Jumping From Niche to Triple-A?
In an in-depth interview, the pricipals behind fast-growing publisher Ignition Entertainment, backed by Indian Bollywood media giant UTV, explains its current import-centered (Muramasa,
The Facebook Doctrine: Gaming And The Future
With Facebook-based online games from third parties sporting millions of unique monthly players, Gamasutra sits down with Gareth Davis, Facebook's platform manager, to discuss the social network,
Sponsored Feature: Two Brains Are Better Than One -- How to Thread Game AI
In this Intel-sponsored Gamasutra feature, game programming veteran Orion Granatir presents a practical look about how to use multi-core CPUs to thread game elements,
The Designer's Notebook: Sorting Out the Genre Muddle
In his latest 'Designer's Notebook' column, veteran designer and educator Ernest Adams suggested that the game industry has "matured into a form that has left the concept of genre in something of a
Designing Games That Don't Suck
In a detailed design article, Griptonite Games' Jason Bay uses classic usability concepts to break down the gamer's use of in-game weapons, objects, and puzzles,
The Business Of The Japan Niche
Gamasutra takes a close look at the business of republishing Japanese console and handheld games in the West, talking to executives from XSeed, Atlus, and GaijinWorks on building relationships,
Back In The Water: The Monkey Island Interview
As the much-beloved Monkey Island series returns, Gamasutra sits down with Telltale design director (and original LucasArts Secret Of Monkey Island writer) Dave Grossman to discuss the series'
The Formation And Evolution of CyberConnect2
Japanese independent developer and .hack creator CyberConnect2 has made an enduring company and franchise, even while adhering to much stricter 'quality of life' than many Japanese developers.
Game Design Essentials: 20 RPGs
In the latest in his popular Game Design Essentials series, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition,