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December 22, 2014
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Features » Design
The Shame Game: An Interview With Jesse Schell 32
by Brandon Sheffield [07.16.13]
Can free-to-play feel good? Should it be incorporated into every game? Jesse Schell talks about where the model works, where it doesn't, and looks at it in the context of other industries -- and then talks about how he wants to lead us to a game utopia.
Design, Interview, Social/Online

The SCUMM Diary: Stories behind one of the greatest game engines ever made 13
by Staff, Mike Bevan [07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design, Programming, Production

The Animal Crossing: New Leaf Letter Series 5
by Gamasutra staff [07.11.13]
In this email conversation series, our UK editor Mike Rose and our news editor Kris Ligman join Christian Nutt for a wide-ranging discussion on the game. All three of have been playing New Leaf and each brings a different way of looking at the game, as you'll see.
Design, Console/PC

The Last Pixel: Closing the book on Pixel Pusher 2
by Steve Theodore [07.08.13]
In this reprint from the final (June/July 2013) issue of GD Mag, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design, Art, GD Mag Exclusive

Layers of Player Understanding 8
by Jainan Sankalia [07.05.13]
This model explains, from a ludic perspective, the layers of understanding a player can obtain experiencing a heavily designer-authored game. Each layer of this model is based on interaction and how interaction is presented to the player and utilized by the player.
Design

Dwarf Fortress in 2013 20
by Mike Rose [07.02.13]
Gamasutra speaks to Tarn Adams, creator of the iconoclastic and unique simulation game, about his future plans, why he doesn't fraternize with developers, and why he resolutely refuses to sell out.
Business/Marketing, Design, Interview, Indie

How Double Fine's happy-go-lucky designer won Kickstarter 9
by Kris Graft [06.27.13]
Double Fine may have blown the doors open on video game crowdfunding, but that didn't make Brad Muir any less nervous about leading the studio's second Kickstarter campaign.
Business/Marketing, Design

Postmortem: Resident Evil 4 8
by Yoshiaki Hirabayashi [06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design, Postmortem, Art, Game Developer Magazine, GD Mag Exclusive

Deathmatch Map Design: The Architecture of Flow 4
by James Holloway [06.26.13]
What does it take to make a great multiplayer shooter map? Gamasutra speaks to developers from Respawn Entertainment, Certain Affinity, and 343 Industries to find out what goes into the design of a finely-crafted killing space in series like Call of Duty and Halo.
Design

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive