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May 24, 2013
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Dean Hall Discusses DayZ's Development Process 1
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Creating Virtual Reality Games: The Fundamentals 7
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Learning to Love Handicaps in Competitive Games 23
by Keith Burgun [05.22.13]
Rubberbanding and injected randomness can level the playing field in competitive games -- letting players of various skill levels play together. But they also can create other problems, potentially harming your game's design. So why not take a look at handicaps?
Production, Interview, Console/PC

Tutorial: Simple, High-Performance Particles for Mobile 4
by Itay Duvdevani [05.20.13]
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC

Killer & Dragons: The GungHo and Grasshopper Interview 10
by Christian Nutt [05.17.13]
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet

From XNA to MonoGame 11
by Dean Ellis [05.15.13]
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

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Pursuing a Video Game Masterpiece 39
by Paul Walker [05.10.13]
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC

PlayStation Plus: Good for Players, But is it Good for Developers? 20
by Kris Graft [05.09.13]
Sony's service, which allows gamers to get a huge variety of free games, has been a big hit with PlayStation fans. But what do developers get out of it? Gamasutra finds out.
Business/Marketing, Console/PC

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China