Postmortem: Brothers in Arms: Double Time
In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time.
A New Vocabulary For Development: Chuck Beaver And Dead Space
The M-rated sci-fi horror game Dead Space may potentially be another important milestone in EA's renaissance -- we talk to senior producer Chuck Beaver on gore, no cut-scenes, and our medium
Saving Street Fighter: Yoshi Ono on Building Street Fighter IV
Gamasutra quizzes Street Fighter IV supremo Yoshi Ono on the details behind the fighting game's return -- from 'hardcore vs. casual' to animation skipping, complex tactics and beyond.
Making Your Game Tools Fast And Efficient
In this technical article, Cinemaware and EA veteran Khawaja looks at the UI and flow for game tools, suggesting practical tips to make your own internal tools and scripts easier to succeed with.
Sponsored Feature: A Landmark in Image Processing: DMIP
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Lightspeed Publishing's Lee Purcell lays out deferred mode image processing,
Postmortem: Torpex Games' Schizoid
In an exclusive Gamasutra postmortem, Torpex Games co-founder Fristrom (Spider-Man 2) presents a fascinating post-release analysis of the XNA-utilizing Xbox Live Arcade co-op title.
2008's Top-Selling Games So Far: How They Stack Up
With access to exclusive NPD data, Gamasutra runs down the Top 5 best-selling games in the U.S. for each console thus far in 2008, analyzing the PS3, Xbox 360 and Wii software winners.
Preparing for WAR: Mark Jacobs on Launching Warhammer Online
Warhammer Online is perhaps the most-anticipated MMO debut since World Of Warcraft, and Gamasutra catches up with Mythic GM Mark Jacobs, post-launch, to reveal initial results,
GameStop in 2008: The Mega-Interview
In an exceptionally wide-ranging interview, two top GameStop executives talk to Gamasutra about the business of the world's biggest standalone game retailer -- from hardware through used games to
Postmortem: Little Boy Games' Go! Go! Break Steady
In this exclusive Gamasutra postmortem, the developers of XBLA title Go! Go! Break Steady pointedly detail the trials and tribulations of making an original IP console title as a two-man indie dev.
Building a Great Team: Communication
When you've hired a great game development team, how do you get them to work together efficiently? Game HR veteran Mencher has a plethora of pointers in this in-depth Gamasutra article.
Difficulty is Difficult: Designing for Hard Modes in Games
In this in-depth article, designer Boutros takes a close look at difficulty in games, asking how creators can add unique, high-end challenges which excite, but don't frustrate skilled players.
Learning From Crysis: The Making of Crysis Warhead
As Crytek ships the PC-only Crysis Warhead, Gamasutra gets producer Bernd Diemer to analyze the structure, design underpinnings and creation of the intriguing pseudo-sequel.
Jonathan Blow: The Path to Braid
With art game Braid now a significant hit on Xbox Live Arcade, Gamasutra talks to creator Jonathan Blow on its long path to completion, challenging conventional pacing, and hopes for XBLA's future.
Persuasive Games: Video Game Snapshots
The invention of Kodak's Brownie made photography accessible to everyone, and Ian Bogost asks whether the era of user-generated content opens doors for games as 'snapshots.'
Design Language: Designer Derivations
In this fascinating feature, Falstein talks to many developers about their childhood beginnings in design and play to discover commonalities in their career development.
Sponsored Feature: Multi-Threading Goo!: A Programmers Diary
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Goo!