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Latest News
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November 8, 2011
 
Black Ops Leads 2010-2011 U.S. Sales With 15M Units [3]
 
Ubisoft Confirms New Assassin's Creed Coming Next Year
 
Survival Is Everything For Indies In China, Says The Line HD's Florian Garcia [1]
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Latest Jobs
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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
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Latest Blogs
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November 8, 2011
 
Snowblinded
 
Becoming A Better Game Programmer
 
Gaming Toolbars: More Than Malware [2]
 
What Makes Strategy Games Exciting? [9]
 
How Will I Express Myself Without the Matured Ability to Express Myself?! [3]
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About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Kris Graft, Kyle Orland, Frank Cifaldi, Mike Rose
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
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Features

Features » Game Design
 
1
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
 
 
2
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
 
8
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
 
24
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
 
24
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
 
1
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
 
90
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
 
8
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
 
37
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
 
   
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