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May 25, 2013
Airtight Games
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Toys for Bob / Activision
Concept Character Artist
App Minis LLC
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High Moon / Activision
Senior Lighting Artist
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Beachhead / Activision
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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
[
1
]
We're Indie, we like Microsoft. Too Controversial?
[
34
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Features
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May 25, 2013
Ridiculous Fishing:
The Game that Nearly Ended Vlambeer
[
10
]
Untold Riches: The Intricate Platforming of
Tomb Raider
[
13
]
Postmortem: Unknown Worlds Entertainment's
Natural Selection 2
[
20
]
Press Releases
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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
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
Cambridge, United States
08.05.2013
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March 2013 Issue of Game Developer
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Features
Features
» Design
Ridiculous Fishing:
The Game that Nearly Ended Vlambeer
10
by
Mike Rose
[03.08.13]
The story of how the Dutch indie developer (
Super Crate Box
) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing
,
Design
,
Interview
,
Indie
,
Smartphone/Tablet
Untold Riches: The Intricate Platforming of
Tomb Raider
13
by
Hamish Todd
[03.01.13]
What game design gems lurk in the unexplored nooks and crannies of the original 1996
Tomb Raider
? With the franchise now rebooted, designer Hamish Todd takes a close look at the series' first game, and the possibilities its constrained platforming allowed.
Design
Postmortem: Unknown Worlds Entertainment's
Natural Selection 2
20
by
Charlie Cleveland
[02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
Let's Talk About Touching: Making Great Touchscreen Controls
34
by
Tim Rogers
[02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of
ZiGGURAT
and
TNNS
, explores the possibility space.
Design
,
Indie
,
Smartphone/Tablet
Defender's Quest
: By the Numbers, Part 2
22
by
Lars Doucet
[02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing
,
Design
,
Indie
Proteus
: A Trio of Artisanal Game Reviews
30
by
Ian Bogost
[02.15.13]
What is
Proteus
? How can it be appreciated? Setting aside the ongoing debate on whether or not it's a game, Noted academic and developer Ian Bogost here presents three reviews as three lenses through which to approach and appreciate it.
Design
The Rise of the Mobile Collectible Card Game
14
by
Christian Nutt
[02.14.13]
Rage of Bahamut
was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design
,
Interview
,
Social/Online
,
Smartphone/Tablet
Storyboarding for Games User Research
6
by
Lennart Nacke
,
Pejman Mirza-Babaei
[02.13.13]
You can do user testing, and that can generate massive volumes of data -- but how can you feed that data back down to the team in a helpful way? Game user researchers Mirza-Babaei and Nacke discuss a useful storyboarding technique.
Design
The Writer's Job: If Breaking Bad Became a Game...
24
by
Susan O'Connor
[02.12.13]
In this article, experienced game writer Susan O'Connor explores what a writer brings to the creative process, by analyzing hit TV series Breaking Bad -- as though she were in the kick-off meeting for its game adaptation.
Design
Postmortem: zGames'
Pong World
5
by
Tanya Aulachynskaya
,
Chris Howard
,
Artyom Vorobyov
[02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of
Pong World
, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]