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May 21, 2013
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May 21, 2013
Using Small Studios As Stepping Stones In Your Career
[
1
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How Can You Find Jobs At Blizzard if You're an Artist?
Let’s produce HTML5 games with a serious approach.
An Object Of Lust
[
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Gamasutra Blog Guidelines - Updated and open for discussion
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May 21, 2013
GAME confirms pre-orders
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EA ANNOUNCES BATTLEFIELD
4 FOR XBOX ONE AND...
Microsoft unveils Xbox
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NEW EA SPORTS IGNITE
ENGINE TO POWER EA
SPORTS...
Crytek’s
CryENGINE® 3 Already
Primed for...
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05.24.2013
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07.09.2013
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07.11.2013
Casual Connect USA 2013
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07.30.2013
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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
Action Adventure Level Design: Pacing, Content, and Mood
3
by
Toby gard
[05.27.10]
Toby Gard continues with his case study of fictional game
Ken Kong Zombie Killer
, looking at how the game's pacing ties into its content and mood -- tying development processes together.
Audio
,
Design
,
Art
The Rise Of Capy Games
2
by
Christian Nutt
[05.24.10]
A chat with the co-founders of the Toronto-based indie (
Might & Magic: Clash of Heroes
,
Critter Crunch
) about their development style, the local scene, their future, and more.
Business/Marketing
,
Design
,
Art
,
Interview
,
Indie
,
Smartphone/Tablet
The Relocation Game
27
by
Paul Hyman
[05.10.10]
Is moving across the world for a new job worth it? Four developers who changed countries to change jobs weigh in on the pros and cons as well as reasons for and opportunities presented by the moves they made.
Business/Marketing
,
Art
The Secrets Of Cloth Simulation In
Alan Wake
11
by
Henrik Enqvist
[04.29.10]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller
Alan Wake
.
Programming
,
Art
Creating Atmosphere In
Dead To Rights: Retribution
's Grant City
1
by
Aaron Allport
,
Ian Pestridge
,
Bob Cheshire
[04.28.10]
How can visual art create meaning in games, and what techniques will serve best? Volatile Games' art team behind
Dead to Rights: Retribution
's neo-noir Grant City attempts to answer these questions.
Design
,
Art
The Elegance Of
Metroid
: Yoshio Sakamoto Speaks
4
by
Christian Nutt
[04.23.10]
Nintendo's main man behind the
Metroid
series talks about what he feels is the core of its enduring popularity, the collaboration with Team Ninja on
Other M
, and how storytelling plays a role in games.
Design
,
Art
,
Interview
From Research To Games: Interacting With 3D Space
7
by
Joseph LaViola Jr.
[04.22.10]
While 3D interfaces are just taking off for consumers, years of research have been poured into the field. Dr. Joe LaViola of the University of Central Florida shares detailed academic findings about building useful and fun ways to interact with games.
Design
,
Programming
,
Art
,
Serious
Past And Future Tension: The Visual Design Of
Deus Ex: Human Revolution
19
by
Chris Remo
[04.16.10]
Eidos Montreal art director Jonathan Jacques Belletete on delivering a believable Cyber-Renaissance -- complicated by setting it before the first game in the
Deus Ex
series but ten years later in the real world.
Design
,
Art
,
Interview
The Game Developer 50
18
by
Brandon Sheffield
,
Jeffrey Fleming
[04.13.10]
In this signature
Game Developer
magazine
article, the editors profile 50 of the most importantcontributors to the current state of gaming -- from indies to AAA, from business to art, design, and beyond.
Business/Marketing
,
Design
,
Programming
,
Art
Quick and Dirty Prototyping: A Success Story
19
by
Paraluman Cruz
[04.01.10]
Boomzap Entertainment has built a work style that emphasizes finding the fun before entering production, and here producer and designer Luna Cruz outlines how this results in high-quality titles.
Design
,
Production
,
Art
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]