|
|
|
View All
Post a Job
RSS
|
|
|
November 8, 2011 |
|
|
Turbine, Inc.
Director, Business Intelligence
|
|
|
Turbine, Inc.
Statistical Data Analyst
|
|
|
Turbine, Inc.
Software Engineer, Platform
|
|
|
Disney Online Studios
Senior Technical Artist
|
|
|
Turbine, Inc.
Software Engineer, Integration
|
|
|
Turbine, Inc.
Senior Quality Assurance Engineer, Game Engine
|
|
|
|
|
|
Researching The Next Wave Of Innovation
by Paul Hyman
[11.08.11]
What purpose does R&D; serve in the game industry? Gamasutra speaks to Rod Humble and Sony's Richard Marks, in charge of the team that developed PlayStation Move, to find out what pure research can do for games.
Game Design
|
|
|
|
Hard Edge Creativity: Defining Borderlands 2
by Christian Nutt
[11.07.11]
Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the Borderlands sequel, touching on narrative, art, and design decisions that keep the game interesting for players.
Game Design, Visual Art, Interview
|
|
|
The Story Behind The Making Of Prince Of Persia
by Jordan Mechner, Christian Nutt
[11.04.11]
In this article, Gamasutra presents excerpts from Jordan Mechner's The Making of Prince of Persia -- a new e-book which compiles his journals from the late 1980s development of the seminal game -- with a newly-conducted interview about his experiences.
Game Design, Interview
|
|
|
Darwinian Difficulty: How Throwing Players In Headfirst Can Work
by Josh Bycer
[11.03.11]
Considering building a game that relies on player skill? Josh Bycer analyzes the design of Demon's Souls and Ninja Gaiden Black, exploring how these games successfully challenge the player and offer engaging experiences that run counter to how most games are designed.
Game Design
|
|
|
Gamification: Framing The Discussion
by Tony Ventrice
[11.02.11]
As a prelude to a full-on examination of gamification, Badgeville's Tony Ventrice digs deep into what makes games games, using work that's come before as a basis to explore this new tool -- the first of his ongoing series of articles on gamification.
Game Design, Social/Online
|
|
|
A New Journey: Building War In The North
by Christian Nutt
[10.31.11]
Gamasutra speaks to lead designer Andre Maguire about the evolution of Snowblind Studios under Warner Bros., and how the team worked with Middle Earth Enterprises to create Lord of the Rings: War in the North for PlayStation 3 and Xbox 360.
Business, Game Design, Interview
|
|
|
The Designer's Notebook: Passion Versus Professionalism
by Ernest Adams
[10.25.11]
Game recruitment ads shout about passion -- but is passion as necessary as it's cracked up to be? Experienced developer Adams writes here about the difference between a passionate amateur and a hard-working professional, and why one is, in reality, more important than the other.
Business, Game Design
|
|
|
Hit Squad: Building Battlefield 3 Organically
by Christian Nutt
[10.24.11]
In this extensive interview, executive producer Patrick Bach explains how his team at DICE built Battlefield 3 from the ground up, and what techniques enabled the team to create the game they wanted to create, and stay inspired -- from 2006 onwards.
Business, Game Design, Interview
|
|
|
We Need Heroes: Inafune Speaks
by Brandon Sheffield
[10.21.11]
Independent developer Keiji Inafune talks about his new studio concepts, Comcept and Intercept, his feelings on social games, why Japan's publishers are struggling and how "there needs to be something that gets that feeling back."
Business, Game Design, Interview, Social/Online
|
|
|
The Abstraction Of Skill In Game Design
by Josh Bycer
[10.20.11]
These days, many games feature a blend of action and RPG elements -- is there any way to determine whether a blend is effective? Is there any way to think about the specific target you're aiming for? Game design analyst Josh Bycer takes a stab at it.
Game Design
|
|
|
|