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9:00 PM on 03.03.2014

Industry vets talk controllers in Critical Path documentary short

Critical Path is a documentary series featuring interviews with influential members of the videogame industry. In this episode, the topic of discussion is controllers and input. I found one section to be particularly interes...

Jordan Devore


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6:15 PM on 02.19.2014

So there's a blog on videogame foliage

The good folks at Giant Bomb linked us to this fascinating blog on game foliage. Alex Swaim's Video Game Foliage is my newest Tumblr follow because it's so weird and specific that I'll always want to hear what ...

Dale North

2:30 PM on 06.20.2013

Thoughts on HORIZON: An alternative E3 event

Exactly one week ago, E3 was in full-swing in the bright city of Los Angles, California, and a brand new little event was quietly gearing up to happen. That lil' happening was HORIZON. Billed as an "alternative E3 event" and ...

Liz Rugg

9:30 PM on 04.16.2013

Summer game design programs increase in popularity

New data put forth by the Entertainment Software Association (ESA) shows a promising increase in the availability and popularity of videogame design programs within U.S. summer camps. With more than 100 camps and 690 programs...

Taylor Stein

5:00 PM on 03.31.2013

Jade Raymond: AAA games will need more user content

Jade Raymond, Ubisoft Toronto's Managing Director, doesn't believe that the continually expanding budgets and costs of AAA game development are necessary, in fact, she thinks they need to stop. Speaking with Gamasutra at GDC,...

Fraser Brown

2:00 PM on 03.27.2013

GDC: Voltron, T1000 major inspirations for Halo 4 enemies

If there's been on criticism of Halo over the years, it's the relative sameness of the experience. Earlier today during a discuss of the new enemy designs in Halo 4, Scott Warner of 343 industries mentioned that some of their main inspirations for the development of the Promethean units were highly advanced, amorphous foes.

Daniel Starkey

4:00 AM on 03.08.2013

Boy Scouts of America unveils merit badge in game design

The Boy Scouts of America has announced a new merit badge in game design. A part of the organization's efforts to become more relevant to 21st century life, the program has been crafted over the course of two years to be both...

Kyle MacGregor

4:00 PM on 12.27.2012

Untold riches: The brilliance of Half-Life's barnacles

Hamish Todd is a game designer and journalist. His article on Castlevania's medusa heads just made the longlist for the games journalism prize. You can find out about his game, Music of the Spheres, here. Some of the most fun...

Hamish Todd

4:30 PM on 07.23.2012

Critical Path documentary focuses on big-name game devs

Critical Path, an upcoming documentary, is described as offering "a panoramic overview of the contemporary state of the videogame medium" that "unites luminaries from all sides of the industry as they offer insights into thei...

Jordan Devore

9:00 PM on 07.05.2012

Creation of Polyphemus in God of War: Ascension detailed

The official blog for God of War has posted a new Q/A with the Lead Character Concept Artist for God of War: Ascension, Izzy, which takes an in-depth look at the first ever multiplayer boss encounter for the series, Poly...

Conrad Zimmerman

7:30 PM on 06.18.2012

Amnesia creator says games need the freedom to be shorter

While the mainstream media still somewhat resists the idea, video games have entered popular culture as a valid form of artistic expression and entertainment, capable of immersing us in ways previously unknown, due in part to...

Holly Green







Makin' faces and talking game design with Egoraptor photo
Makin' faces and talking game design with Egoraptor
by Tony Ponce

Artist, voice actor, melon farmer -- that's Arin "Egoraptor" Hanson in a nutshell. He launched into stardom on the Flash repository Newgrounds with his Awesome series, videogame parodies ranging from Metal Gear Solid to Knuckles' Chaotix, then branched out into other projects like the anime spoof Girlchan in Paradise. Outside of his own work, you can hear his distinctive pipes in various cartoons and even a few games.

Last year, he kicked off Sequelitis, a games analysis series on YouTube that observes the shortcomings, improvements, and other general differences between videogames and their sequels. It's a study in game design that is both knowledgeable and entertaining, and it demonstrates Ego's ambition to understand why we love the games we do.

His most recent venture was as a cast member on Sony's reality show The Tester. Unfortunately, he was eliminated three episodes in. I got in touch with Ego to ask about his love for game design and his reasons for creating Sequelitis, but I simply had to stoke the reality show fires first, so...

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7:30 PM on 02.06.2012

67% of UK game companies ditching retail games, says TIGA

A new census report from TIGA (a UK game industry trade organization) was released today, and it paints a picture for the future of the UK game industry. According to their census, 67% of UK game developers are appear to be t...

Brett Zeidler

7:30 PM on 01.27.2012

Egoraptor turns a critical eye towards Castlevania IV

Egoraptor's Sequelitis, if you haven't been following along, is a fairly new series that breaks down the game design advancements and downgrades between sequels, while also adding a bit of that manic Egoraptor pizzazz that w...

Tony Ponce

5:00 PM on 11.10.2011

Interview: Hitbox Team on the art and design of Dustforce

After the notable successes of developers like The Behemoth, 2D Boy and Team Meat, more and more gamers are starting to pay attention to indie games. Whether it is for their visual style, their unique gameplay mechanics, or t...

Jason Cabral



PRACTICE: Game Design in Detail impressions photo
PRACTICE: Game Design in Detail impressions
by Keith Burgun

[Editor's note: Keith Burgun is the lead designer at Dinofarm Games, makers of 100 Rogues. He also writes for Gamasutra and teaches game design at the Katonah Art Center. Keith just attended the PRACTICE game design event at NYU, and has some interesting thoughts about it. -Chad]

Despite a few minor complaints, the recent PRACTICE event at New York University was so wonderful that I almost feel guilty for writing about it. You don't often find such a high concentration of people this passionate and thoughtful.

For those who don't know, PRACTICE is a new yearly game design conference, run by Frank Lantz of Area/Code in NYC and Eric Zimmerman of Diner Dash fame, that takes place at the NYU Game Center. It's subtitled "Game Design in Detail," and that's exactly what it aimed to be. In this article, I'll be giving a quick rundown of the talks at the event and my own personal reactions.

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