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January 14, 2013
 
Video game industry leaders head to Washington [102]
 
The 10 best-selling games of 2012 [35]
 
Release This: DmC: Devil May Cry ships worldwide
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Latest Jobs
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January 14, 2013
 
Koolhaus Games Inc.
UI Artist
 
Gameloft New Orleans
Animator
 
Gameloft New Orleans
Senior Graphics Developer
 
Ubisoft Abudhabi
Senior Web Programmer - Client
 
Ubisoft Abudhabi
International Brand Manager
 
Sony Computer Entertainment America LLC
Sr. Game Engineer
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Latest Blogs
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January 14, 2013
 
The (Magnificent) 7 Lessons From Indie Royale
 
Asymmetry [3]
 
Sci-Fi Heroes Writing Post-Mortem
 
Hard choice [3]
 
The devil is the details
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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
 
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Features

 
6
The Storytelling Secrets of Virtue's Last Reward
by Christian Nutt [01.11.13]
What makes Virtue's Last Reward one of the best storytelling games of all time? Gamasutra speaks to director Kotaro Uchikoshi and analyzes the gameplay to uncover the secrets that make this suspenseful graphic adventure tick.
Design, Interview
 
 
8
Team Building with Mario and Luigi
by Jason Drysdale [01.10.13]
Can New Super Mario Bros. Wii teach a group of coworkers to cooperate? Instructional technologist and games-based learning specialist Jason Drysdale puts it to the test in an office environment.
Business/Marketing
 
31
Are Game Developers Standing Up for Their Rights?
by Johanna Weststar, Marie-Josée Legault [01.09.13]
A comprehensive look at the quality of life issue from EA_spouse onward, this article surveys the efforts of professional organizations, whistleblowers, studios, and governments to protect the rights of game developers.
Business/Marketing
 
11
Understanding Challenge
by Chad Kilgore [01.08.13]
What is challenge? Day 1 Studios (F.E.A.R. 3) technical designer and Iowa State University instructor Chad Kilgore examines the types of challenge that games present to players, putting them into a usable framework.
Design
 
8
The Surprising Design of Crusader Kings II
by Rowan Kaiser [01.06.13]
Though Paradox has been delivering niche strategy game sfor years, its latest has been a surprise hit, thanks to its design -- allowing for emerging scenarios based on the opinions of the characters in the game. Gamasutra speaks to project lead Henrik Fåhraeus to find out more.
Design, Interview
 
5
Amnesia Fortnight: How Double Fine Embraces the Future
by Christian Nutt [01.04.13]
Can a new way of developing games save a company? Gamasutra speaks to two Double Fine developers about what the recently ended public Amnesia Fortnight means to the company, and why the failure of Brütal Legend was a blessing.
Business/Marketing, Interview, Console/PC, Indie
 
32
The Secrets of Promotion for Indies
by Erik Sebellin-Ross [01.03.13]
How do you connect with reviewers and bloggers to build buzz around your game? This simple guide will show you the basic steps you need to follow to get people interested in your project.
Business/Marketing, Indie
 
4
Game Developer Magazine's 2012 In Review
by Gamasutra staff [01.01.13]
2012 has been a big year for the game industry, and here, Game Developer polled accomplished industry veterans and indies alike for their respective takes on what we're glad to be done with, looking forward to working with, year-end shout-outs, and more.
Business/Marketing
 
18
The Future Human: An Interview with Tim Sweeney
by Brandon Sheffield [12.28.12]
How will technology empower and shape the future of games, consoles, and even human experiences in reality? Will all platforms converge into one? Or will there be a healthy future for different kinds of devices and technologies? Gamasutra speaks to Epic's Tim Sweeney.
Interview, Smartphone/Tablet
 
6
The 50 Games That Defined 2012
by Gamasutra staff [12.26.12]
This isn't a list of awesome games from 2012, but instead, it's a list -- containing not-so-great games, games that didn't release, or even will never appear -- of games that are representative of a trend or interesting story that captured the zeitgeist of 2012, and they all say something about what happened this year.
Design
 
   
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