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February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [5]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
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Latest Jobs
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February 10, 2012
 
Treyarch / Activision
Lighting Artist, Cinematic
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Treyarch / Activision
Environment Artist - Full Time and Temporary
 
Treyarch / Activision
Level Builder/Designer
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Latest Blogs
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February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
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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

Features » Game Developer Magazine
 
13
The Dust of Everyday Life: The Art of Building Characters
by Takayoshi Sato [02.18.10]
Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine.
Game Design, Visual Art, Game Developer Magazine
 
 
15
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.
Game Design, Game Developer Magazine
 
3
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.
Audio, Game Design, Programming, Visual Art, Game Developer Magazine
 
7
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.
Game Design, Postmortem, Production, Game Developer Magazine, North America
 
8
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."
Audio, Game Design, Game Developer Magazine
 
5
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.
Audio, Game Design, Game Developer Magazine
 
6
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
Programming, Game Developer Magazine, Visual Computing
 
 
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
 
17
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.
Programming, Visual Art, Game Developer Magazine
 
 
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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