July 23, 2016
Sr. Systems Designer
Age of Learning, Inc.
Director of Operations
Nintendo of America Inc.
RETRO STUDIOS - Tools Engineer
Sr. World Builder
July 23, 2016
Pokemon GO and the good things that can come from a bad UI
Game UX Summit 2016 – All Sessions Summary
Assassin's Creed: Revelations and the Importance of Cutting Features
Is Pokemon GO the Donald Trump of Games?
The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR
July 23, 2016
Winning Putt Kicks Off
Summer with New
Dangerously Colorful FPS,
Lovely Planet Arcade,...
Ghost in the Shell First
Assault passe en beta...
FIRST ASSAULT BLASTS OUT
OF EARLY ACCESS INTO
Razor Edge Games –
Epocylipse The AfterFall
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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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