Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes
by Linus Blomberg
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive
From XNA to MonoGame
by Dean Ellis
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet
Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple
by Intel Visual Computing
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature
by Chris Parnin
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches. But what is the evidence, and what can we do about it?
Programming, Game Developer Magazine, Console/PC, GD Mag, GD Mag Exclusive
Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition
by Trent Oster
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet
Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon
by Christian Nutt
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC
Making the Move to HTML5, Part 3
by David Galeano, Duncan Tebbs
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/Tablet
Making the Move to HTML5, Part 2
by David Galeano, Duncan Tebbs
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Making the Move to HTML5, Part 1
by Duncan Tebbs, David Galeano
Suck at Coding, But Make Games Anyway
by Jay Weston
Artist Jay Weston explains how despite limited patience for and understanding of programming he was able to use Unity and the Playmaker visual scripting system to develop Unknown Orbit, a 3D iOS game he released this week.