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Game Designer As A Dream Job? - by Anthony Hart-Jones
I make games, I live that dream. I have had the chance to pass on my knowledge of games and writing to students and even to other industry professionals as an expert in my field apparently. What have I to complain about?
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Better to be Sexy than Worthy. - by Tadhg Kelly
Most game developers want a hit, but they are too worried about whether they are "worthy" enough to let themselves make one. "Worthy" is how you spend millions of dollars being boring. Forget worthiness. Time to get "sexy" instead.
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The Developer's Duty - by Kim Pallister
Kim draws some parallels between Chris Hecker's recent MIGS keynote and Edward R Murrow's 1958 speech on the responsibility of those bringing Television content to market.
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What Fallout Has To Say - by Taekwan Kim
A consideration of the message of the authorial voice in the original Fallout.
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MIGS: Day 1, 8:30am: Fostering Cultural Diversity and Stuff - by Jim McGinley
Yoichi Wada proves himself to be the smartest man in gaming. A rag tag team of translators attempts to keep up. I wonder if it was wise to check my coat.
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Pragmatic Game Development - by Alistair Doulin
Do you think games take too long and cost too much money to create? Are you working on a game that's run out of steam? Pragmatic game development is about being practical when creating a game and focuses on shipping a good product.
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Volumetric Heat Diffusion Skinning - by David Rosen
An easy and automated approach to skinning and vertex weights.
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Megacorps Design Notes - by Greg Costikyan
Greg Costikyan discusses the design of his recently published boardgame.
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Managing Creativity - by Timothy Ryan
How to manage the design creature ...
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Time Fcuk - A Postmortem - by Edmund McMillen
gamasutra.com — The Following is a Postmortem on the game Time Fcuk. That is all.... (more) Time Fcuk - A Postmortem - by Edmund McMillen
Time Fcuk - by Edmund McMillen
The Following is a Postmortem on the game Time Fcuk. That is all.
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Accepting the Inherent Value of Games - by Taekwan Kim
We need to emerge from the shadow of our unsubstantiated fear that games are “just games”—that they are trivial, meaningless pursuits when there are better things to do with our time.
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[G-Star 2009] Family Friendly Event - by Simon Lim
The G-Star 2009 (November 26~29 at BEXCO, Busan) paid extra attention to family friendliness this year. In 2008 KOCCA (Korea Creative Content Agency), the G-Star organizer, implemented a dress code for booth models and wristbands for teens.
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Designing Games Is About Matching Personalities - by Gabriel Lievano
Personality can explain why we like or dislike certain type of games. It can also explain why some developers are better at creating an specific type of game.
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Planckogenesis, Part II: Song Structure & Gravy Train - by Matthew Burns
Second in a series about the design and development of Planck v.0, a “musical shooter” recently entered into the 12th Annual Independent Games Festival.
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An Indie Developer’s “Biggest Mistake” - by David Wesley
Red Orchestra developer John Gibson points out that the path to indie success is long and hard.
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Flash Game: Small Worlds - by Martin Nerurkar
Presenting an intresting little flash game that has a special way to deal with it's game space.
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Lead Designers Who Only Say 'No' - by Timothy Ryan
Lead designers are hired to make decisions - YES for what they want and NO for what they don't want. This is my rant on lead designers who only seem to say NO.
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Designing Games is about Matching Personalities. - by Gabriel Lievano
Personality can explain why we like or dislike certain type of games. It can also explain why some developers are better at creating an specific type of game.
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Using C# For a Commercial Game - by Alistair Doulin
Does the title of this article make you cringe? People have mixed feelings when it comes to C# and the .NET framework. This article outlines my reasoning for using C# for a commercial game on PC.
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