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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
 
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Features

Features » Interview
 
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
 
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
 
1
How One Studio Saved Itself From the Downturn
by Kris Graft [10.26.12]
The Australian game industry was once a powerhouse of console development -- but now is better known for mobile successes. While many studios shut down, Tantalus CEO Tom Crago explains here how he transitioned to new projects, kept most of his staff, and thrived.
Business/Marketing, Interview
 
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
 
18
Funcom's Vision for the Future of MMOs
by Christian Nutt [10.15.12]
Craig Morrison, creative director for Funcom's Montreal studio, tells Gamasutra all about his vision of how the MMO industry must change things if it hopes to avoid more games like The Secret World and The Old Republic -- titles which couldn't live up to players' expectations for scope or their budget.
Interview, Social/Online
 
6
The Shifting Continuum: An Arc System Works Interview
by Brandon Sheffield [10.12.12]
Arc System Works programmer Tatsunori Ishikawa and CTO Hiroyuki Masuno discuss what makes the company's fighting games so singular.
Design, Interview
 
20
Making Kratos More Human
by Christian Nutt [10.08.12]
In the latest God of War game, Ascension, the protagonist, Kratos, is human. It tells the story of his rise to power -- and in this interview, lead designer Mark Simon talks to Gamasutra about the challenge of making Kratos feel like a man again.
Design, Interview
 
   
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