Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [19]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Beachhead / Activision
Senior Operations Engineer
 
Sony Computer Entertainment America LLC
Manager Quality Assurance
 
Beachhead / Activision
Senior Front End Web Engineer
 
Beachhead / Activision
Senior Back End Web Engineer
 
Beachhead / Activision
User Experience Lead
 
Sony Computer Entertainment America LLC
Senior Software Engineer
spacer
Blogs

Member Blogs                                                                                Members RSS

Chinese Finger Traps: The Four Most Common Failures When Entering the Chinese Mobile Gaming Market   Featured Blogs
Posted by Chris Shen on 02/08/12 02:15:00 pm in Game Design, Smartphone/Tablet
China is poised to be next big mobile frontier. It's 900-million mobile users make it a desirable region for mobile game developers looking to make a profit overseas. Here's four common mistakes Western mobile developers make when taking a game to China.
Read More... | 0 Comments
Game Usability Testing for Indies: It’s Easier than you Might Think! (Part 1)  Featured Blogs
Posted by Maria Sifnioti on 02/08/12 11:00:00 am in Game Design, Production, Indie, Smartphone/Tablet
Tips in doing usability sessions for your mobile game, from our indie studio. This is Part 1 in "Games Usability for Indies" and deals with hardware and software equipment. We give examples from A Clockwork Brain, our most recent game for iOS.
Read More... | 1 Comment
What are the top ten features for mobile games?  Featured Blogs
Posted by Guy Redwood on 02/08/12 04:37:00 am in Game Design, Smartphone/Tablet
In just over 10 years mobile gaming has gone from Snake II on a Nokia 3310 to a multi-billion dollar industry, but what makes a handset or tablet-based game great? What problems can hinder the experience? Usability experts SimpleUsability found out.
Read More... | 2 Comments
A World Without Reckoning  Featured Blogs
Posted by Eric Schwarz on 02/08/12 01:41:00 am in Game Design, Console/PC
Kingdoms of Amalur provides players with a huge world to explore, but its sheer scale comes at a cost to the quality of the experience.
Read More... | 5 Comments
Lean Games
Posted by Rob Lockhart on 02/08/12 01:30:00 am in Game Design
An essay on how lean principles might be applied to a particular style of game design and development.
Read More... | 0 Comments
The Gamer's Paradox: The Journey and the Destination  Featured Blogs
Posted by Craig Ellsworth on 02/07/12 06:32:00 am in Game Design
Our culture often teaches us that games are meant to be won, and the enjoyment in the moment is incidental. If we want games to rise as an art form, we need to reverse that.
Read More... | 12 Comments
Understanding Bad Habits in Game Design  Featured Blogs
Posted by Jorge Diaz on 02/06/12 09:48:00 pm in Game Design
Bad habits are a part of every day life and are developed subconsciously as a result of routine actions. One day I sought out to understand the types of bad habits that are specific to game design. Enlisting the help of my peers this is what I arrived at.
Read More... | 11 Comments
Pick Your (Player’s) Poison
Posted by Ben Sullivan on 02/06/12 07:04:00 pm in Game Design, Console/PC
How to handle player failure in games is a topic often written about, and even more often debated at great length.
Read More... | 0 Comments
Eradicate Week 16: Game Map/UI Progression
Posted by Greg Holsclaw on 02/06/12 03:53:00 pm
Sometimes seeing the progression of the game via snapshots speaks volumes. Here are seven gameplay screenshots spanning the last four months of development (prototype to near final design) on our Eradicate project at Skejo Studios (www.skejo.com).
Read More... | 0 Comments
Make Your Game Easy To Buy: Lessons from Garage Inc. and KULA BLOX  Featured Blogs
Posted by Wojtek Kawczynski on 02/06/12 02:50:00 pm in Business, Smartphone/Tablet
I share some insights about making iOS games easy to sell (or more accurately, not making them hard to sell as we've unintentionally done with one of our games).
Read More... | 1 Comment

[Previous]| [Next]   

UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.