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May 25, 2013
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May 25, 2013
Beer and Diversity
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Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
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We're Indie, we like Microsoft. Too Controversial?
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May 25, 2013
Postmortem: State of Play's
Lume
[
3
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The Making of
Warcraft
's Multiplayer
[
7
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Game Developer Magazine's Power 50
[
2
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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
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Develop in Brighton
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07.11.2013
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07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
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March 2013 Issue of Game Developer
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Features
Features
» Design
Postmortem: State of Play's
Lume
3
by
Luke Whittaker
[11.14.12]
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
Lume
.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
The Making of
Warcraft
's Multiplayer
7
by
Patrick Wyatt
[11.12.12]
In the continuing saga of the development of the game that made Blizzard's name, Patrick Wyatt discusses the first-ever online multiplayer match of the RTS, as well as explaining exactly how the developer finally got the funds to pursue the game that would make its name.
Design
,
Social/Online
Game Developer Magazine's Power 50
2
by
Gamasutra staff
[11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio
,
Business/Marketing
,
Design
,
Art
Postmortem: Sony Bend Studio's
Uncharted: Golden Abyss
8
by
Chris Reese
,
Jeff Ross
,
John Garvin
,
Francois Gilbert
[11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of
Uncharted: Golden Abyss
for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design
,
Postmortem
,
Production
The Tip of the Iceberg: Storytelling and Reactive Design in
Canabalt
and
Capsule
5
by
James Dilks
[11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with
Canabalt
in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design
,
Interview
The Tightrope Walk:
Hitman Absolution
, Freedom, and Realism
9
by
Christian Nutt
[11.02.12]
Hitman Absolution
director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design
,
Interview
How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style
5
by
Wagner James Au
[11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (
Spider: The Secret of Bryce Manor
and
Waking Mars
) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design
,
Indie
,
Smartphone/Tablet
Postmortem: Humble Hearts'
Dust: An Elysian Tail
17
by
Dean Dodrill
,
Alex Kain
[10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit
Dust: An Elysian Tail
, a title that took him over three years to create.
Audio
,
Design
,
Postmortem
,
Production
,
Art
An Assassin's Revolution
3
by
Kevin Ohannessian
[10.30.12]
Gamasutra speaks to Alex Hutchinson, creative director of
Assassin's Creed III
, to get a peek into what it takes to create a game of this scope and scale across multiple studios -- and to hear how difficult it is to refresh a franchise that's already had four installments this generation.
Design
,
Interview
What Would Geralt Do?
Witcher 2
's Approach to Choice and Decision
6
by
Christian Nutt
[10.29.12]
CD Projekt's lead gameplay designer Maciej Szcześnik and gameplay producer Marek Ziemak walk Gamasutra through the finer points of balancing a strong character and story with player freedom.
Design
,
Interview
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]