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November 8, 2012
 
Jordan Mechner finds his cinematic rhythm with Karateka remake [2]
 
Game Developer magazine's Power 50: Business
 
Activision beats estimates by going big, focusing on retail hits [6]
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Latest Jobs
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November 8, 2012
 
GREE International
Game Studio, Android Developer
 
GREE International
Sr. Analyst, Social Game Platform
 
GREE International
HTML5 UI Developer
 
Avalanche Studios
Senior Tools Programmer, New York
 
Avalanche Studios
Senior Graphics Programmer, New York
 
ZeniMax Online Studios
Customer Service Analytics Manager
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Latest Blogs
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November 8, 2012
 
Making Failure Fun [2]
 
Quality of Life: Bring more snus! [7]
 
The Best Political Games of Election 2012 [2]
 
An argument for easy achievements [46]
 
Six words about role-playing games [35]
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About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
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Features

Features » Design
 
1
Postmortem: Sony Bend Studio's Uncharted: Golden Abyss
by John Garvin, Francois Gilbert, Chris Reese, Jeff Ross [11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production
 
 
4
The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule
by James Dilks [11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with Canabalt in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design, Interview
 
8
The Tightrope Walk: Hitman Absolution, Freedom, and Realism
by Christian Nutt [11.02.12]
Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview
 
5
How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style
by Wagner James Au [11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet
 
16
Postmortem: Humble Hearts' Dust: An Elysian Tail
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art
 
3
An Assassin's Revolution
by Kevin Ohannessian [10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of Assassin's Creed III, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design, Interview
 
6
What Would Geralt Do? Witcher 2's Approach to Choice and Decision
by Christian Nutt [10.29.12]
CD Projekt's lead gameplay designer Maciej Szcześnik and gameplay producer Marek Ziemak walk Gamasutra through the finer points of balancing a strong character and story with player freedom.
Design, Interview
 
7
The Evolution of Puzzle Craft
by Artur Ganszyniec [10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/Tablet
 
4
From DICE to Danger Close: The Man Who Changed Medal of Honor
by Christian Nutt [10.24.12]
Gamasutra sits down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer -- to change the studio's way of making multiplayer games.
Design, Interview
 
3
There's Something About SWERY
by Frank Cifaldi [10.22.12]
The director of cult hit Deadly Premonition explains the twisted genesis of the game among the ruins of a cancelled project -- and how, in the process, he found his chance to realize ideas he'd been nursing for his entire career.
Design, Interview
 
   
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