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November 8, 2011 |
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Turbine, Inc.
Director, Business Intelligence
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Turbine, Inc.
Statistical Data Analyst
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Turbine, Inc.
Software Engineer, Platform
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Disney Online Studios
Senior Technical Artist
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Turbine, Inc.
Software Engineer, Integration
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Turbine, Inc.
Senior Quality Assurance Engineer, Game Engine
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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
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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
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Building a Better Kickstarter Campaign
by Andrew Hayward
[11.01.11]
An analysis of what makes Kickstarter game projects successful, with comments from indie developers who have made their goals, and insights from Kickstarter's own director of community -- and plenty of links to successful campaigns to boot.
Business, Interview, Indie
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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
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Social Killer: How DeNA Leads Japan's Market
by Christian Nutt
[10.28.11]
Gamasutra met with DeNA director Kenji Kobayashi at the company's Tokyo headquarters last month to converse with him about his role overseeing game development for the company, which also includes San Francisco-based subsidiary Ngmoco.
Business, Interview, Social/Online
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Gameloft's Quest To Be The Mobile Leader
by Christian Nutt
[10.26.11]
Gonzague de Vallois, the company's senior vice president of publishing, discusses how the company intends to get to the top, and offers his opinion on mobile market trends, discusses his company's dalliances in the handheld console space, and explains its success with casual and hardcore games.
Business, Interview, Social/Online, Smartphone/Tablet
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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
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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
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Much More Than Naruto: Catching Up With CyberConnect 2
by Christian Nutt
[10.18.11]
President and CEO Hiroshi Matsuyama explains how the Fukuoka-based studio expands its reach by working with more publishers, developing more games, and reaches out for tighter collaborations, including on Soulcalibur V
Business, Game Design, Interview
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Fighting A Social Battle: Toshiro Tsuchida Goes GREE
by Christian Nutt
[10.14.11]
The creator of the Front Mission series, Final Fantasy developer, and Square Enix veteran, tells Gamasutra why he moved from the traditional space to social game developer GREE -- and what he sees as his opportunities and challenges.
Game Design, Interview, Social/Online
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