July 24, 2016
Sr. Systems Designer
Age of Learning, Inc.
Director of Operations
Nintendo of America Inc.
RETRO STUDIOS - Tools Engineer
July 24, 2016
Pokemon GO and the good things that can come from a bad UI
Game UX Summit 2016 – All Sessions Summary
Assassin's Creed: Revelations and the Importance of Cutting Features
Is Pokemon GO the Donald Trump of Games?
The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR
July 24, 2016
T-Kara Puzzles for Apple
SEGA REVEALS TWO NEW
SONIC TITLES COMING IN
MoltenVK brings Vulkan to
iOS and macOS
Exiled and Searching For
Answers - Genre-mixing...
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Designing Freemium Titles for Hardcore Gamers
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
: Chris Avellone on RPGs
Obsidian creative director Chris Avellone talks to Gamasutra about the tension between player stories and written narrative, how players are resurrecting the past via Kickstarter, and what
Postmortem: McMillen and Himsl's
The Binding of Isaac
How did a game destined for failure become a cult smash? Edmund McMillen (
Super Meat Boy
) discusses how he added religion to
The Legend of Zelda
, mixed it with a roguelike, and came out with a surprise hit.
Persuasive Games: Wii Can't Go On, Wii'll Go On
What is Nintendo really attempting to do with the Wii U? Ian Bogost, in the latest installment of Persuasive Games, searches for the meaning behind the dual-screen play of Nintendo's freshly-released console.
Games from the Trash: The History of the TRS-80
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Hey Baby, Do You Dyad? A Letter Series
Girl Game Critic, ambivalent about
, meets Boy Game Critic, Dyad fan. What follows is their exchange of letters on the game,
containing some insight on how people evaluate, understand and interpret games in the context of real life.
How Can Gameplay Allow Players to Get Creative?
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Rebooting Lara: Rhianna Pratchett on Writing for
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for
When Players Make the Rules: On Memes and the Meta-Game
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like
Call of Duty: Modern Warfare
encourage good and bad player behaviors.
Postmortem: State of Play's
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game
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