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May 25, 2013
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Treyarch / Activision
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Airtight Games
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App Minis LLC
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May 25, 2013
Beer and Diversity
Selling Games
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
[
2
]
We're Indie, we like Microsoft. Too Controversial?
[
38
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Features
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May 25, 2013
Building the World of
Reckoning
[
4
]
Postmortem: Appy Entertainment's
SpellCraft School of Magic
[
6
]
All That Glitters: An Interview With Bungie's Senior Graphics Engineer
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May 25, 2013
12 Million Downloads
after 1 Year in the
AppStore
Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
campaign
Fashion Party Dress Up
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Develop in Brighton
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07.09.2013
Christian Game Developers Conference
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07.11.2013
Casual Connect USA 2013
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07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
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08.05.2013
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Blog Director:
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Senior Contributing Editor:
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March 2013 Issue of Game Developer
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Features
Features
» Art
Building the World of
Reckoning
4
by
Christian Nutt
[02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business/Marketing
,
Design
,
Art
,
Interview
Postmortem: Appy Entertainment's
SpellCraft School of Magic
6
by
Paul O'Connor
[02.01.12]
Appy Entertainment, the developer behind
Trucks & Skulls
and
FaceFighter
, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
,
Social/Online
,
Smartphone/Tablet
All That Glitters: An Interview With Bungie's Senior Graphics Engineer
 
by
Brandon Sheffield
[12.27.11]
In this feature interview reprinted from the December issue of Game Developer magazine, editor-in-chief Brandon Sheffield speaks to Bungie senior graphics engineer Hao Chen about how
Halo
creator Bungie plans to solve problems for its new IP and the next generation.
Programming
,
Art
,
Interview
From
Panzer
To
Draco
: Yukio Futatsugi Speaks
6
by
Brandon Sheffield
[12.19.11]
Finding out about world building from one of the pioneers of creating rich, believable worlds: the creator of the
Panzer Dragoon
series, who is currently hard at work on a new game,
Project Draco
, for Xbox Live Arcade.
Design
,
Art
,
Interview
An Engine For Assassination: IO's Tech Director Speaks
3
by
Christian Nutt
[12.09.11]
What goes into creating an engine that can drive the best in current-generation quality and go beyond? IO Interactive technical director Martin Amor speaks to Gamasutra about his work on the Glacier 2 engine, created for the upcoming
Hitman: Absolution
.
Business/Marketing
,
Design
,
Art
,
Interview
The Evolutionary Process Of Building
Rayman Origins
5
by
William Audureau
[12.05.11]
Rayman
and
Beyond Good & Evil
creator Michel Ancel talks about how the 2011 2D
Rayman Origins
got its start, what's up with the
BG&E
sequel, and why he just can't get enthusiastic about the
Mario
series.
Design
,
Art
,
Interview
Building A Fantasy World - The Art Direction Of
Kingdoms of Amalur: Reckoning
12
by
Christian Nutt
[11.28.11]
Gamasutra recently spoke to Tim Coman, studio and project art director of Big Huge Games, about creating the game in concert with 38 Studios, working with Schilling and McFarlane, and the studio's philosophy toward art direction.
Design
,
Art
,
Interview
Hard Edge Creativity: Defining
Borderlands 2
2
by
Christian Nutt
[11.07.11]
Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the
Borderlands
sequel, touching on narrative, art, and design decisions that keep the game interesting for players.
Design
,
Art
,
Interview
The Creative Intent of
Rage
66
by
Brandon Sheffield
[10.03.11]
In this extensive interview, id Software CEO Todd Hollenshead and artist Andy Chang answer questions about the creative intent of
Rage
by describing exactly what the team hoped to accomplish from both art and design perspectives.
Design
,
Art
,
Interview
A Cyber-Renaissance In Art Direction
14
by
Christian Nutt
[08.22.11]
Deus Ex: Human Revolution
art director Jonathan Jacques-Bellêtete speaks to Gamasutra about how he and his team envisioned the game's signature look, how layering meaning and metaphor makes for more robust art, and how the industry's fundamental approach to creating art to change in future.
Art
,
Interview
1
2
3
4
5
6
7
8
9
10
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Next 10 > >
]