
In this in-depth Gamasutra analysis, game professional Breslin examines the history and current state of the 'sandbox game', looking at modern games like Grand Theft Auto IV and Spore to see how they fulfil the concept of unlimited, unfettered creativity.

In this detailed design article, Blue Castle (Dead Rising 2) level design director Bridge examines how you design memorable, tactical combat areas for first/third-person shooter games.

In the latest in a series of Gamasutra-exclusive bonus material originally to be included in Bill Loguidice and Matt Barton's new book Vintage Games, we examine Eugene Jarvis' devious but delightful 1980 arcade game Defender and its descendents.

In an in-depth interview, the pricipals behind fast-growing publisher Ignition Entertainment, backed by Indian Bollywood media giant UTV, explains its current import-centered (Muramasa, King Of Fighters) business plan and hints at publishing plans that center on multiple triple-A games aimed at...

With Facebook-based online games from third parties sporting millions of unique monthly players, Gamasutra sits down with Gareth Davis, Facebook's platform manager, to discuss the social network, the rolling out of Facebook's own payment platform, and more.

In this Intel-sponsored Gamasutra feature, game programming veteran Orion Granatir presents a practical look about how to use multi-core CPUs to thread game elements, in this case artificial intelligence (AI) for your game.

In his latest 'Designer's Notebook' column, veteran designer and educator Ernest Adams suggested that the game industry has "matured into a form that has left the concept of genre in something of a muddle", and analyzes the resulting melange in depth.

In a detailed design article, Griptonite Games' Jason Bay uses classic usability concepts to break down the gamer's use of in-game weapons, objects, and puzzles, suggesting how this can make everyone build better video games.

Gamasutra takes a close look at the business of republishing Japanese console and handheld games in the West, talking to executives from XSeed, Atlus, and GaijinWorks on building relationships, financials, and trends in the intriguing submarket.

As the much-beloved Monkey Island series returns, Gamasutra sits down with Telltale design director (and original LucasArts Secret Of Monkey Island writer) Dave Grossman to discuss the series' heritage, the evolution of adventure games, and Telltale's long-term plans.

Japanese independent developer and .hack creator CyberConnect2 has made an enduring company and franchise, even while adhering to much stricter 'quality of life' than many Japanese developers...

In the latest in his popular Game Design Essentials series, writer John Harris examines 10 games from the Western computer RPG (CRPG) tradition and 10 from the Japanese console RPG (JRPG) tradition, to figure out what exactly makes them tick -- and why you should care.

Gamasutra is proud to present an excerpt from the book Real-Time Cameras by Mark Haigh-Hutchinson, a veteran Retro Studios staffer who was diagnosed with pancreatic cancer in 2008 and passed away in 2009.

In his latest 'Persuasive Games' column, game designer and writer Ian Bogost examines both Natal-like gesture control devices and Brenda Brathwaite's experimental board game Train, suggesting: "Perhaps the souls of our games are not to be found in ever-better accelerometers.....














