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Latest News
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October 30, 2010
 
Nintendo: 46 Percent Of U.S. Population Using Nintendo Systems [3]
 
Interview: Red Redemption Divines The Fate Of The World
 
Reminder: Student IGF Submissions End November 1st
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Latest Jobs
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October 30, 2010
 
Sony Computer Entertainment America
Senior Environment Artist
 
Bungie LLC
Software Development Engineer in Test (Server)
 
Bungie LLC
Server Programmer
 
Bungie LLC
Player Investment Designer
 
Bungie LLC
Staff Writer
 
Bungie LLC
Senior User Researcher
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Latest Blogs
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October 30, 2010
 
TIGJam 3: Day 1 [1]
 
You Know, For Kids! [7]
 
For The Love of Indie [8]
 
Game Design and the Reciprocity Effect in Social Games [2]
 
Value Maximization as Player Motivation [3]
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About
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Features Director:
Christian Nutt
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Kris Graft
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John 'Malik' Watson
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Gina Gross
 
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Features

Features » Game Design
 
3
The Destructible World: Building Red Faction: Armageddon
by Brandon Sheffield [10.29.10]
The anticipated sequel changes the scene from the fields of Mars to the inside of the planet, and in doing so also changes the core destructibility gameplay that made the original so popular -- art director Chad Greene explains why.
Game Design, Interview
 
 
22
The Designer's Notebook: Don't March, Dance!
by Ernest Adams [10.28.10]
In his latest column, design consultant Ernest Adams explains why, instead of concentrating on the complicated, realistic, and ugly, games should aim to create joy in players -- and how "joy" is a distinctly different idea from "fun."
Game Design
 
2
Postmortem: Vector Unit's Hydro Thunder Hurricane
by Matt Small [10.27.10]
EA and Stormfront Studios veteran Matt Small shares successes and defeats in his small team's transition from large studio to small startup while developing Hydro Thunder Hurricane for Xbox Live Arcade.
Game Design, Postmortem, Visual Art
 
1
Forza Motorsport 3 And Predictable Development
by Daniel Adent [10.26.10]
Turn 10 Studios development manager Adent tackles the topic of how the team moved to a goal of having an always-working build for Forza Motorsport 3, how that goal was achieved, and what it meant for the development of the game -- and team motivation.
Game Design
 
1
Secrets Of The Apocrypha: El Shaddai's Director Speaks
by Christian Nutt [10.25.10]
Takeyasu Sawaki, the director of the visually inventive El Shaddai, discusses the game's unusual inspiration, how Japanese development has changed this generation, and how his experience on Devil May Cry and Okami affects the game.
Game Design, Interview
 
6
The Resurgence Of Team Ninja
by Brandon Sheffield [10.22.10]
Fresh off of the development of Nintendo's Metroid: Other M, Team Ninja's new head Yosuke Hayashi reveals is plans to keep the iconic team intact, discusses new projects, and provides insight into development on Nintendo 3DS.
Game Design, Interview
 
20
Five Minutes Of... Minecraft
by Margaret Robertson [10.21.10]
Here, Margaret Robertson takes five minutes to uncover a speck of what drives the design of the web's current viral gaming sensation -- a game that lives not on Facebook, but marries blocky, pixellated classicism and anarchic current day design choices.
Game Design
 
7
Art For Art's Sake: Why Your Studio Needs An R&D; Team
by Jolyon Webb [10.20.10]
Blitz Games Studios' art director Webb shares lessons and experiences in applying R&D; strategies to art, unifying tech and tool chains with artists to create a tighter visual ship.
Game Design, Visual Art
 
17
The State of Social in Social Games
by Aki Jarvinen [10.19.10]
Where does the "social" fit in social games? Digital Chocolate lead social designer Aki Järvinen examines social concepts and social mechanics to explain what types of interactions these games embrace and eschew.
Business, Game Design
 
8
Flying With Four Engines: Tim Schafer On Double Fine's New Mission
by Christian Nutt [10.15.10]
The head of the idiosyncratic development studio Double Fine on post-Brutal Legend life, and how splitting the company into four teams might just be the best decision he's ever made -- for both business and creative.
Game Design, Interview