Category Archives: Latest News
Lifting The Designer’s Curse
[Relic Entertainment studio design director Alexandre Mandryka outlines a framework for looking at how game design is handled, which he argues will both allow the discipline to grow in value and expertise while ensuring it serves the needs of projects.]
The New Theory Of Horror: Dead Space 2′s Creative Director Speaks
[Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.]
Fun Thoughts On The Future
[Veteran physical puzzle game publisher ThinkFun (Rush Hour) has found its way into the digital games space thanks to the App Store, and here its co-founder Bill Ritchie discusses the travails of that space, as well as the future potential of technology.]
Is It Time For The Bivouac Game Studio?
[As big studios continue to encounter difficulties with production cycles, and outsourcing models create new challenges even as they solve problems, Tim Carter takes a look at an entirely different possibility for how teams can come together -- and disperse.]
The Era Of Behaving Playfully
[How can incorporating real-world behavior change the fundamental play of games? The developers behind games that delve into this question, such as The Sims 3, SpyParty, and Facade, answer this question.]
Grassroots Games Politics
[What affect does gaming activism have on governments and the industry itself? Journalist Tracey Lien takes a look at the causes and effects of recent outpourings of gamer-led political activity.]
NPD: Behind the Numbers, December 2010
[Gamasutra analyst Matt Matthews examines December 2010's U.S. video game retail sales data from NPD Group, and looks to 2010 events like the launch of Kinect, contraction of retail software sales and the rise of digital models to see what 2011 may have in store.]
Around The Block With Brian Fargo
[The veteran game developer and Interplay explains how game designers need to have business sense along with design sense, the risk in bringing a fantasy-themed, new IP like Hunted: The Demon's Forge to market, and why a reliance on focus groups fails the industry.]
Patents And The Video Game Industry: What You Don’t Know Could Hurt You
[IP lawyers take a look at recent precedent to unpack exactly what U.S. patent law says about and to the game industry -- including how you should defend yourself, how you might approach patents, and what damages and other sticky situations might arise if challenged.]
Adobe Vs. Unity: The Future Of 3D Web Games
[As Adobe marches towards a Q2 launch for its Molehill, the 3D version of Flash, developers must decide whether to aim for that, Unity 3D, or an in-house solution -- Gamasutra investigates.]
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