by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
by Doyon Kim [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
by Brandon Sheffield [06.18.13]
What does it take to build a new triple-A studio from nothing? Olivier de Rotalier, general manager of Ubisoft Singapore, explains both how the studio grew to 300 and how he keeps things working day-to-day.
by Keith Burgun [06.12.13]
If achievements should be abandoned because they're counter to good design practices, what should take their place? Variants, Keith Burgun argues, and in this article he explains what they are and are not.
by Dale Dobson [06.10.13]
How the door affects the human mind, and how games have used that transition in the past.
by Brandon Sheffield [06.07.13]
Recent tragedies have once again called into question the role of video games in real-life violence -- and Brandon Sheffield talks to Gearbox CEO Randy Pitchford, developer of many first person shooters, about where responsibility lies.
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
by Lucas González [06.05.13]
How the developers of Deadlight stepped back from their puzzle system -- which absolutely was not working with the way their game was designed -- and reenvisioned it to much greater player satisfaction.