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Staying Power: Rethinking Feedback to Keep Players in the Game
by Bruce Phillips
[10.27.09]
In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue.
[17]
Game Design, Game Developer Magazine
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Game Developer's Front Line Awards 2008
by Jeffrey Fleming
[01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
[3]
Audio, Game Design, Programming, Visual Art, Game Developer Magazine
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Thinking With Portals: Creating Valve's New IP
by Jeep Barnett, Kim Swift, Erik Wolpaw
[11.04.08]
As Valve releases an update of Portal for XBLA, Gamasutra presents an article written by the game's creators, discussing the genesis of the 'Game Of The Year'-winning cerebral action-puzzler.
[7]
Game Design, Postmortem, Production, Game Developer Magazine, North America
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Ode to Short Dialog: Reconsidering the Sound Bite
by Ben Schneider
[10.14.08]
Big Huge Games narrative designer Schneider steps up to discuss why you should keep dialog short and sweet in games, arguing: "the sound bite is more poetry than prose -- and poetry is a powerful thing."
[8]
Game Design, Game Developer Magazine
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A Sense of Fun: Anybody Could Be Your Player 1
by Masaya Matsuura
[10.07.08]
In an impassioned opinion piece, seminal Parappa co-creator and 'father of music games' Matsuura talks about his hopes for the future of games as tangible experiences with positive feelings attached.
[5]
Audio, Game Design, Game Developer Magazine
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Procedural Spooling In Games
by Mick West
[10.02.08]
In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games
[6]
Programming, Game Developer Magazine, Visual Computing
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Sponsored Feature: Inking the Cube: Edge Detection with Direct3D 10
by Joshua Doss
[08.27.08]
In this Intel-sponsored feature, part of the Gamasutra Visual Computing microsite, Intel senior graphics software engineer Joshua Doss delves practically into techniques for edge detection, crucial for many approaches to non-photorealistic rendering.
Programming, Game Developer Magazine, Visual Computing
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The Code/Art Divide: How Technical Artists Bridge The Gap
by Jason Hayes
[08.20.08]
In this intriguing technical article, originally published in Game Developer magazine, Volition's Jason Hayes discusses how the Saints Row franchise developer integrates the technical artist into its development pipeline.
[15]
Programming, Visual Art, Game Developer Magazine
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Interview: Buena Vista's Good View - Graham Hooper on Disney's Plans for Winning Hearts
by Brandon Sheffield
[04.04.05]
In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista chart a new course. Hopper talks about Disney's role in allowing Buena Vista to focus on a core gamer audience.
Business, Game Developer Magazine
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