Effective Co-Op Design
by Tim Keenan
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
The Designer's Notebook: Machinations, A New Way to Design Game Mechanics
by Ernest Adams, Joris Dormans
Looking for a tool to design game mechanics without plugging them into a game? Ernest Adams collaborates with Joris Dormans to bring Machinations, a system for modeling gameplay that Adams says "will revolutionize the way we develop, and teach, game mechanics."
The Fundamental Pillars of a Combat System
by Sébastien Lambottin
Senior designer on the Assassin's Creed team Sébastien Lambottin takes a look at how combat systems should be designed -- taking in everything from the Mario series to Call of Duty.
Trusting Your Gut: The Story of a Successful Side Project
by Jeremy Alessi
Experienced mobile developer Jeremy Alessi writes about how a simple side project turned into a surprisingly successful app -- covering both the original idea, the technical implementation, and business model.
Business/Marketing, Design, Smartphone/Tablet
Comics vs. Games: Thinking Outside the Panel
by Tim Latshaw
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design, Art, Indie
Making Music: Pugs Luv Beats' Theory and Fun
by Yann Seznec
A developer of the IGF-nominated game Pugs Luv Beats explains how music technology and theory was married to cute and colorful gameplay to create a surprising blend of avant-garde musicianship and accessible fun.
The Value of Repetition
by Ara Shirinian
"Repetition" is usually a bad word -- and in games, often associated with grinding. Can it be the path to unlocking something more rewarding for players when properly utilized? Designer Ara Shirinian considers.
Lumines Electronic Symphony: The Untold Story
by James Mielke
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art
The More You Know: Making Decisions Interesting in Games
by Jon Shafer
Stardock's Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
War-torn Developers: Creating Games from the Front Lines
by Eric Caoili
Many games are set in warzones -- but what do the developers who live through violence produce? In this feature, Gamasutra speaks to developers in regions that are tumultuous to find out what they want to create and why.
Business/Marketing, Design, Interview