August 30, 2016
Koolhaus Games Inc.
Industrial Light & Magic
ILMxLAB Game Engine Programmer
Systems Designer (All Levels)
Producer (Mid - Senior Level)
Software Engineer (All Levels)
Wargaming America, Inc.
Senior Manager of Community
August 30, 2016
Pass on Picasso
Why Assassinís Creed series isnít social stealth, and what to do about that?
Art Outsourcers: How to Do Well in the Bad Weather
JOURNEY OF 4 THOUSAND, 5 HUNDRED DAYS
August 30, 2016
Professional Farmer 2017
Cultivating New Crops
Design, Craft And Manage
Your Very Own Airport
Fantasy meets bartending
in Potion Punch for iOS.
publikacje gry Metal
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Game Career Guide
Making the Move to HTML5, Part 2
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.
The Rise of the Mobile Collectible Card Game
Rage of Bahamut
was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Beyond MUDs: Kate Flack on Designing
Can moral choices actually teach us about who we are, and can online RPGs ever break the bounds of text-based MUDs? Lead designer Kate Flack hopes that the answers to both of these questions are "yes," as she discusses the latest
game with Gamasutra.
Making the Move to HTML5, Part 1
Postmortem: Intelligence Engine Design Systems'
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Developer Roundtable: Triple-A, Free-to-Play
In this Game Developer magazine reprint, find out how free-to-play games
Tribes: Ascend, PlanetSide 2
are making inroads into core PC audiences -- and how their developers view working in the space.
Gamasutra's Best of 2012
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Is It Too Late for Smaller Developers on Facebook?
If you plan to develop a Facebook game, what genre should you strike out in? This analysis takes a look at where the growth opportunities are for a small developer who doesn't have the cross-marketing reach of a Zynga.
The Burning of
Star Wars: The Old Republic
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has
wrought with its adaptation of the game.
Designing Freemium Titles for Hardcore Gamers
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
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