Designing for Immersion: Recreating Physical Experiences in Games
There's long been a question of how much realism is too much, and how much is just right for getting players engaged in your experience -- and it's tackled here by developers from Retro, Guerrilla,
Postmortem: Blitz Games' Droplitz
What goes into making a downloadable game -- alongside a raft of other projects, with a changing staff? Blitz Games discusses the unusual creative and production process that lead to Droplitz.
Moving Hardcore Gaming To The Web: Making History
Can you take your game into the browser and gain in the process? Developer Muzzy Lane (Making History series) discusses the challenges and advantages of this approach in this in-depth tech-oriented
Leave 'Em In The Dust: CCP Asia On Chinese Collaboration
More than a destination for cheap outsourcing work, Shanghai presents an opportunity for quality full-scale development, say Larry Herring and Jing Yu Zhu,
Postmortem: Ronimo Games' Swords & Soldiers
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords &
Sponsored Feature: Restless Entities Never Sleep -- The Back End of Warhammer Online: Age of Reckoning
In this Intel-sponsored feature, part of the Visual Computing section,
Gamasutra's Top 12 Games of the Decade
After yesterday's honorable mentions for Gamasutra's 'Game Of The Decade', as voted and commented on by hundreds of our readers, we're counting down your Top 12 games of the last ten years,
Gamasutra's Games of the Decade: Honorable Mentions
Ahead of tomorrow's list of Gamasutra's 'Game Of The Decade', as voted and commented on by hundreds of our readers,
Electronic Games: The Arnie Katz Interview
In this in-depth interview, Gamasutra sits down with Arnie Katz, the co-creator in 1981 of Electronic Games magazine, the first ever magazine dedicated entirely to video games,
Gamasutra's Best Of 2009
Ending out 2009, Gamasutra puts together the definitive compilation of our year-end lists, from disappointments through game of the year and beyond, with bonus reader feedback.
Persuasive Games: Puzzling the Sublime
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
The Art Of Game Polish: Developers Speak
Polishing a game can lead to vastly increased user satisfaction -- but how do you identify, execute, and allocate resources for the polish process? Developers from BioWare, Epic Games,
Ron Gilbert: A New Adventure
Adventure game veteran and Monkey Island creator Ron Gilbert talks to Gamasutra on the production processes behind his once-episodic title DeathSpank,
Fifteen Years of Warcraft: The Interview
Blizzard's Samwise Didier and J. Allen Brack chart the history of the Warcraft RTS and now MMO franchise from humble beginnings, while discussing the present and future of the series,
Rethinking the Trinity of MMO Design
Experienced MMO designer Brian "Psychochild" Green pulls at the MMO trinity -- Tank/Healer/DPS -- to examine whether or not this pillar of combat design can be pulled apart, modified,
A Brave New Medium: Facebook versus World of Warcraft
We speak with key figures at Facebook, ngmoco, EA, and others about interaction, interfaces, and accessibility in a digital world comprised of everything from Facebook to Modern Warfare.
Sponsored Feature: Former Game Creator Taps Unreal Engine 3 For World of Chadam
In this sponsored feature, part of Intel's Visual Computing site, former Monolith head Jace Hall discusses Chadam, a new Unreal Engine-powered animated series using the engine for surreal,
Postmortem: Freeverse's Top Gun For iPhone
Freeverse designer and programmer Justin Ficarrotta recounts what went right and what went wrong with the development of the iPhone game Top Gun,
NPD: Behind the Numbers, November 2009
Gamasutra's in-depth analysis of November's NPD U.S. game retail sales numbers looks at year-to-date highs and lows, the Xbox 360's surprising sales reversal against the PS3,
Pondering Indie Spirit: Derek Yu Speaks
Spelunky creator and independent figurehead Derek Yu talks about the broadening definition of "indie" and why he's "very happy" with that definition being "kind of gray."
From New To Arkane: Ten Years Of Development
This October, Lyon and Austin-based Arkane Studios celebrated ten years of creating games.
iPhone Development: Everything You Need To Know
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Building the Foundation of a Social Future
Game designer Tony Ventrice identifies and examines the three key features of social gaming: a persistent society, a consistent sense of discovery, and virility.
The Designer's Notebook: Bad Game Designer, No Twinkie! X
Veteran designer Ernest Adams reviews nine more game design mistakes,
Out of the Blue: Naoto Ohshima Speaks
Sonic the Hedgehog character designer Naoto Ohshima expounds upon the early days of Sega's mascot, recollects design choices in the Saturn game Nights,
What Gamers Think About Microtransactions
As game developers grapple with making microtransactions more appealing to Western gamers,
Postmortem: Twisted Pixel's Splosion Man
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Shattering The Boundaries: Sidhe's Big User Testing Gains
Gareth Griffiths, user experience expert at Sidhe Interactive, explains how the studio broke down, tested, and rebuilt the brick-breaking genre with the PSN game Shatter.
Heavy Dreams: Pushing Interactive Narrative
Quantic Dream's ambitious upcoming PS3 title, Heavy Rain, looks to change the definition of "interactive movie.
Art-Media Innovation: Yudo's iPhone Success, Natal Dreams
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo,