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Posted: Jul 18, 2016
So here's the full list of features run over the two weeks of the holiday season:Casual Game Design: PopCap's Jason Kapalka and Bejeweled TwistSeattle's PopCap is heading for $170 million in sales this year, and Gamasutra sits down with CCO Jason Kapalka to examine clones, Bejeweled Twist, and why hex squares in puzzlers are repellent.Gamasutra's Best Of 2008 Ending out 2008, Gamasutra puts together the definitive compilation of our year-end lists, from surprises through game of the year and beyond, with bonus reader feedback.Yuji Naka On New Beginnings At His Studio, PropeGamasutra presents a rare interview with Sonic The Hedgehog co-creator Yuji Naka, with the famed designer discussing why he left Sega, his new studio Prope and the innovative Let's Tap.- You Say Tomato: A Pro on Fan-Translating Nintendo's Mother 3Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin on the unofficial translation of the Nintendo classic, his day job in translation, and his localization heroes.- The Megatrends of Game Design, Part 4Veteran game designer Pascal Luban Splinter Cell: Chaos Theory concludes his fascinating series on major game industry trends by tackling user-generated content, player aging and emotion.- Persuasive Games: Windows and Mirror's Edge In his regular Gamasutra column, author and game designer Bogost analyzes EA DICE's Mirror's Edge, suggesting just why the title presents a new view of our own experience of the world.- Postmortem: Insomniac's Ratchet & Clank Future: Tools of Destruction Reprinting one of Game Developer magazine's most acclaimed 2008 postmortems, Insomniac exclusively details the creation of the iconic PlayStation 3 platformer Ratchet & Clank Future.- Sponsored Feature: How to Start a Multi-Threading RelationshipIn his own inimitably amusing fashion, Goo! programmer Tommy Refenes tackles the serious subject of creating and managing efficient and effective multi-threaded relationships for this Intel-sponsored Visual Computing feature.The full list of recent Gamasutra article can be found on the Gamasutra features page.
It was more important for us to develop one final boss that we are excited to show off than to have four bosses that we?re embarrassed to show.?The team ended up with a game they could be proud to showand did at a year-end student showcase on their New Jersey campus. They also created a making-of video about their process, which they also displayed.In the postmortem,RS 07 Gold Cerchio explains why they shot the DVD:Originally, we were going to put a dream cinematic in the beginning of the game to help move the storyline, but it got replaced by the behind-the-scenes video because it was quicker and easier to do.
The dream sequence would have required a lot of 3D work and art time taken away from the game, which we weren?t willing to sacrifice.Although Bloomfield College is not as well-known as some other, well advertised game development schools, it has a decent reputation and maintains a strong relationship with several professional game developers in the tri-state area.RS 3 Gold In another student postmortem published in September 2008, Jason Chin discussed the relationship between Bloomfield andKaos Studios/THQ, as well as Creo Ludus Entertainment, a newer start-up that taps into the local student talent.To read the postmortem of Rage of the Elements, visit GameCareerGuide.com, where you can also find detailed information about other universities and colleges that offer game-related programs.
Were you out of town for the holiday? Never fear, because Gamasutra is rounding up all the feature-length articles the site posted over the Xmas break, from Yuji Buy Runescape Gold Naka and Popcap interviews through Ratchet & Clank postmortems and in-depth design articles.The site continued updating over the holiday, with near-daily features for those game professionals who were still working during that time.
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