GDC: Refenes' & Saltsman's Baffling $350 App Store Success
Tommy Refenes (Goo!, Super Meat Boy) is no fan of Apple App Store, comparing it to Tiger's primitive LCD handheld games. But that didn't stop the indie developer from pulling off a bewildering pricing experiment.
GDC: Q&A - Sony Studios' Yoshida On Move Development
Gamasutra speaks to Shuhei Yoshida, the president of Sony's worldwide studios organization, about the development of the Move hardware, development environment, and the future of its games and the PS3 as a platform.
GDC: hi5 Launches Game Dev Program To Attract Studios, Exclusive Games
Social network hi5 announced a new Game Developer Program designed to attract studios to its platform by offering benefits like marketing/promotion, access to its virtual currency systems, revenue share on ads, and more.
GDC: Sony's Motion Controller Is 'PlayStation Move'
At GDC on Wednesday, Sony revealed more details about its PS3 motion controller, which isn't called Arc or Gem, but "PlayStation Move," a product Sony says will bring on "the next generation of motion gaming."
GDC: Bungie, BioWare On Creating Blockbuster Franchises
At GDC, BioWare CEO Ray Muzyka and Bungie design director Joe Staten offered some tips on creating blockbuster franchises like Mass Effect and Halo, from innovating in sequels to listening to fans.
GDC: Mollendustria's Pedercini On 'Reappropriating' Video Games
At GDC, Molleindustria's Paolo Pedercini (Operation: Pedopriest, Every Day The Same Dream) discussed his unique approach to "serious" games, and shared his documentarian's inspirations and key philosophies.
GDC: EA's Schappert 'Disappointed' With Infinity Ward Suit
Electronic Arts COO John Schappert expressed “disappointment” with the litigation between Modern Warfare dev Infinity Ward and its “mothership” Activision, saying “It doesn't feel like anybody wins.”
GDC: OnLive Gets Launch Date, Reveals Initial Publishers
Cloud-based game streaming service OnLive has announced an official U.S. launch date of June 17, 2010, including games from Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive Entertainment. [UPDATE: Analyst comments added.]
GDC: Ninjabee's Top 10 Development Lessons
Brent Fox, art director at A Kingdom for Keflings developer Ninjabee, shares his top ten lessons learned from releasing games on XBLA, including "DLC Doesn't Make Money" and "MS Avatars Get Attention But Don't Sell Games."
GDC: Backflip's Farrior On iPhone Ad Sales, Free Versions
Julian Farrior, CEO of Backflip Studios, shared some of the company’s ups and downs after one year on the app store. He pushed the idea that free apps are an excellent way to drive revenue, but Lite versions don't always work.
Spiel Studios
-- Online Game Development in Flash
-- 2D / 3D Game Development for iPhone & Android
-- PSP & PS2 Game Development
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-- Game Asset development for PC and Console
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Digital Shock
We are a team of dedicated professionals that have 10+ years industry experience. We offer only top AAA quality work. Client base consists of such companies as Microsoft, Activision, THQ, Big Huge Games, EA Play, Shiny, along with many others.
dSonic, Inc.
dSonic has been creating sound FX, voice-overs and music for games since 2000. They have credits on over 100 titles of all sizes including Bioshock, Brutal Legend and the Facebook mega-hit Farmville.
SomaTone Interactive Audio
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Ladyluck Digital Media.
* Lead Art Outsource Vendor for "Uncharted 2: Among Thieves" (97 Metacritic). Worked on four E3 2009 Nominees. Extensive Unity and UE3 Experience.
GDC Tips For Students
Planning to attend next week's GDC as a student? Two-year veteran of the show and developer Grant Shonkwiler, who attended in 2008 as a student, shares his tips on how to maximize the show.
Student Postmortem: Devil’s Tuning Fork
Student developers discuss the creation of Devil's Tuning Fork, in which "some things were done right from the beginning and some things just never seemed to come together."
Game Design Challenge: Romance
In our latest Game Design Challenge, we invite competitors to try and figure out what sort of romance game might appeal to Western tastes... a task that may even be impossible!
Results from Game Design Challenge: A New Vision
Our latest challenge asked readers to re-envision a game that was too ahead of its time to be properly appreciated when it was first released; what makes the grade?