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Latest News
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February 6, 2012
 
Design success means knowing what to do with feedback [1]
 
January's game sales hurt by lack of major releases, says analyst
 
GDC 2012 details Google, Facebook, Unity dev days
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Latest Jobs
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February 6, 2012
 
Nintendo of America Inc.
CONTRACT - Localization Translator (Brazilian Portuguese)
 
A2Z-OC Research and Development Center
3D Animator
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Software Game Development Engineer
 
A2Z-OC Research and Development Center
Games Development Engineer
 
A2Z-OC Research and Development Center
LEVEL Designer
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Latest Blogs
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February 6, 2012
 
Minmaxing - Is turn-based fun anymore? [23]
 
PRICED TO DIE [1]
 
What happened with Shadow Physics: An Introduction [3]
 
Developers Deserve Residual Royalties [20]
 
Examining The Concept of the "Anti-Co-op" Experience [10]
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About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features

 
3
Building the World of Reckoning
by Christian Nutt [02.06.12]
Gamasutra speaks to the game's lead world designer, Colin Campbell -- who explains exactly why the team decided to build a cross-discipline art and design-based world building team for the massive open-world RPG.
Business, Game Design, Visual Art, Interview
 
 
8
SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012
by Justin Kan [02.06.12]
TwitchTV co-founder Justin Kan explains how his company uses video streaming to reach a large audience, and how you can capitalize on the fact that "your players are creating and distributing video about your game for you.”
Sponsored Feature
 
8
Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine
by Frank Cifaldi [02.03.12]
This week, Double Fine launched Double Fine Happy Action Theater, a Kinect-based game and the first in its second set of small projects -- a shift into little games the studio made after 2009's Brütal Legend. In this interview he reflects on those, and talks Kinect tech, too.
Business, Game Design, Interview
 
11
Building an iOS Hit: Phase 1
by Jeremy Alessi [02.01.12]
In this feature, the first in a series of articles, experienced iOS developer Jeremy Alessi walks us through the initial prototype and production of his latest game, friendly.fire, which is designed to take advantage of mobile play patterns.
Game Design, Smartphone/Tablet
 
5
Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business, Game Design, Postmortem, Production, Visual Art, Indie, Social/Online, Smartphone/Tablet
 
80
Talking Copycats with Zynga's Design Chief
by Kris Graft [01.31.12]
Amid the heated discussion over "copycatting" and plagiarism in the games industry, Brian Reynolds, industry veteran and chief game design chief at FarmVille house Zynga talks to Gamasutra about inspiration, rip-offs and how he feels Zynga drives innovation in this exclusive interview.
Game Design, Social/Online
 
12
Finnish Experiments, American Nightmare
by Brandon Sheffield [01.30.12]
Remedy's managing director Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Business, Game Design, Interview
 
12
SPONSORED FEATURE: Are Game Development Funds Doing Developers More Harm than Good?
by Si Shen [01.30.12]
PapayaMobile CEO Si Shen shares her take on the future of mobile games and discusses the company's new Games Academy, "a program for elite developers who want to create innovative and profitable mobile social games."
Business, Sponsored Feature, Social/Online, Smartphone/Tablet
 
 
Talking the Future of Minecraft
by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business, Game Design, Interview, Indie
 
2
Building Games that Run on Poor Mobile Connections
by Bernt Habermeier [01.26.12]
The former SVP of engineering of Moblyng, developers of Social Poker Live, explains the ins and outs of getting network traffic up and running over spotty cell connections using HTML5.
Programming, Social/Online, Smartphone/Tablet
 
   
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