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May 18, 2013
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The Workshop
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Latest Blogs
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May 18, 2013
All You Need is Love
Students: Tips for Learning Game Development Over the Summer
All Your Nintendo Let's Plays Are Belong To Nintendo?
[
65
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Even Further Down the Curation Rabbithole
[
11
]
Systems of Control in F2P
[
17
]
Press Releases
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May 18, 2013
Zeeek and The Secret of
Space Octopuses heading
to...
Battle bad 'bots in Bad
Bots, available now on...
Temple Run 2 Adds New
Terrain and Obstacles
in...
Little Amazon runs
through Android
Command Ops gets a
Massive Update!
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APPNATION Conference
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05.21.2013
Casual Connect Asia
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05.21.2013
GAMEXPO 2013
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05.24.2013
Develop in Brighton
Brighton, United Kingdom
07.09.2013
About
Editor-In-Chief:
Kris Graft
Blog Director:
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Senior Contributing Editor:
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Features
Features
» Art
Schafer Admits Fantasy Of Flatulence On Youth
9
by
Christian Nutt
[02.11.11]
Double Fine creative director Tim Schafer and Lee Petty, the art director who leads the studio's new downloadable game
Stacking
, discuss creative drives, working with publishers, and more.
Business/Marketing
,
Design
,
Production
,
Art
,
Interview
,
Console Digital
Where Games Go To Sleep: The Game Preservation Crisis, Part 2
10
by
John Andersen
[02.10.11]
In the second installment of his series on game preservation, John Andersen takes a look at the state of preservation in museums and academic archives, and examines the state of Japan's efforts to preserve its rich cultural history in games.
Business/Marketing
,
Design
,
Programming
,
Art
Marketing On The App Store: The Cautionary Tale Of
100 Rogues
21
by
Keith Burgun
[02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and
100 Rogues
developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing
,
Design
,
Art
,
Indie
,
Smartphone/Tablet
Going Games: From Web Development To Game Studio In One Project
8
by
Tim Cooper
[02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing
,
Design
,
Production
,
Art
,
Indie
,
Social/Online
Closing the Loop: Fostering Communication In Single Player Games
25
by
Chuck Jordan
[02.01.11]
Game writer and designer Jordan (Telltale's
Sam & Max, Strongbad
) visits ways in which games interact with the player narratively and offers a new way of looking at player interaction with story in our medium.
Audio
,
Design
,
Art
Where Games Go To Sleep: The Game Preservation Crisis, Part 1
46
by
John Andersen
[01.27.11]
In the first installment of his comprehensive look into the current state of classic game preservation, John Andersen delves into strange tales of what happened to Atari's source code, the surprising rescue of
Sonic Spinball
, and much more.
Business/Marketing
,
Programming
,
Production
,
Art
The New Theory Of Horror:
Dead Space 2
's Creative Director Speaks
5
by
Kris Graft
[01.24.11]
Dead Space 2
creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio
,
Business/Marketing
,
Design
,
Production
,
Art
,
Interview
Postmortem: Mommy's Best Games'
Explosionade
16
by
Nathan Fouts
[01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of
Explosionade
, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design
,
Postmortem
,
Programming
,
Production
,
Art
,
Indie
,
Console Digital
The Burger Speaks: An Interview With An Archmage
7
by
Matt Barton
[12.27.10]
An in-depth interview with Rebecca Heineman, better known as "Burger", national
Space Invaders
champion, veteran of Interplay, brain behind the cult classics
Tass Times, Wasteland
, and
Bard's Tale III
.
Design
,
Programming
,
Production
,
Art
,
Interview
Resetting Accessibility in Games
5
by
Dennis Scimeca
[12.23.10]
To what end accessibility? Gamasutra speaks to Valve and other developers about creating games for different audiences about the very good reasons you should consider making your game more easily played.
Audio
,
Design
,
Art
1
2
3
4
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]