Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
spacer arrow PROGRAMMING spacer
 
spacer ART
 
spacer AUDIO
 
arrow DESIGN
 
arrow PRODUCTION
 
arrow BIZ/MARKETING
Latest News
spacer View All spacer
 
February 3, 2012
 
The role of self image in video game play [8]
 
Walmart provides coveted sales data to NPD's retail reports [4]
 
Interview: Seamus Blackley's new team of Atari coin-op superstars aim for iPad [8]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 3, 2012
 
Blizzard Entertainment
Lead Software Engineer, Platform
 
Trilogy Studios
Game Programmer
 
Blizzard Entertainment
Senior Reliability Engineer
 
Blizzard Entertainment
Senior Designer
 
Blizzard Entertainment
Senior Test Engineer
 
Blizzard Entertainment
Senior Software Engineer, Gameplay
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 3, 2012
 
Examining The Concept of the "Anti-Co-op" Experience [1]
 
Sixteen and a half cents
 
Last of the Seal Pelts: Revenue Doubles After Price Drop [2]
 
Game Biz Loan-sharking? aka Financing.
 
Talent Development for a Social Entertainment Company
spacer
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

 
4
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
 
 
7
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
 
75
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
 
10
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
 
3
Postmortem: Mode 7 Games' Frozen Synapse
by Paul Taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business, Game Design, Postmortem, Production, Indie
 
5
Playing to Win? Measuring Social Interaction in Games
by Steve Bromley, Graham McAllister, Pejman Mirza-Babaei, Jonathan Napier [01.24.12]
Usability and user experience studio Vertical Slice and developer Relentless Software have collaborated on a study to discover what it is that turns friends against each other in games, through understanding how player types affect the forms of social interaction.
Game Design
 
   
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.