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May 21, 2013
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Using Small Studios As Stepping Stones In Your Career
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An Object Of Lust
Gamasutra Blog Guidelines - Updated and open for discussion
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Updates
Updates
» Art
'Democracy is a killer, sometimes, in making games'
23
by Kris Ligman
[05.01.13]
Richard Tsao, Ubisoft Chengdu's managing director, talks about the unique challenges (and advantages) of game development in the Chinese mainland.
Console/PC
,
Programming
,
Art
,
Design
,
Production
,
Business/Marketing
This Week in Video Game Criticism: From Magic to Dragon's Crown
1
by Johannes Köller
[04.29.13]
This week, our partnership with game criticism site
Critical Distance
brings us picks from Johannes Köller on topics including
Dragon's Crown
, how magic is modeled in games, and more.
Console/PC
,
Indie
,
Art
,
Design
Postmortem 4-in-1:
FTL, Dyad, Dragon Fantasy, War Commander
5
by Staff
[04.29.13]
Four postmortems to help you stay current on every potential platform out there. Find out what went right and what went wrong in development of these noteworthy games.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
How can games contain and convey values?
24
by Leigh Alexander
[04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC
,
Social/Online
,
Indie
,
Serious
,
Programming
,
Art
,
Design
,
Production
,
Exclusive
A postmortem of the early Steam Greenlight game
Forge
7
by Gamasutra Community
[04.26.13]
An incredibly deep look at the development and release of
Forge
, a Steam Greenlight selection from the art team that worked on
Tales of Monkey Island
.
Console/PC
,
Art
,
Design
,
Production
,
Business/Marketing
Get a job: Join CCP as a Technical Art Director
 
by Kris Ligman
[04.26.13]
"The Technical Art Director leads a team of technical artists who will interface with every discipline in the art department to develop tools and processes critical to the delivery of all art content."
Console/PC
,
Art
,
Production
,
Recruitment
Blog: Tips for designing your video game's logo
9
by Gamasutra Community
[04.26.13]
You want a logo that captures the spirit of your game and correctly communicates that to your potential audience. How do you go about it? The developers of
Folk Tale
expose the process.
Console/PC
,
Indie
,
Art
,
Business/Marketing
Get a job: Edge of Reality looking for level artists
1
by Kris Ligman
[04.25.13]
"Edge of Reality is an independent cross platform studio based in Austin, Texas. We are working on Loadout, a F2P multiplayer shooter based on extensive weapon customization, and on an unannounced project with a major publisher."
Console/PC
,
Art
,
Production
,
Recruitment
Live 'Let's Play' game exhibition descends upon Chicago
 
by Kris Ligman
[04.25.13]
Chicago-based cinema house will screen series of live Let's Play demonstrations from notable independent game developers.
Indie
,
Art
Video: Making a game while struggling with obsessive compulsiveness
3
by GDC Vault Staff
[04.24.13]
At GDC, Matt Gilgenbach shared his struggles with obsessive-compulsive disorder while developing the PlayStation Network and PC rhythm shooter
Retro/Grade
.
Console/PC
,
Indie
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
,
Video
The challenge of designing games in the next generation
58
by Gamasutra Community
[04.24.13]
Adrian Chmielarz (
Bulletstorm
) argues that as visual fidelity goes up, the tropes designers rely on will become too awkward to use -- and games must change or suffer the consequences.
Console/PC
,
Art
,
Design
How one charity is using games to bring bicycles to those in need
 
by Leigh Alexander
[04.23.13]
After some tough lessons in being a new publisher, Global Gaming Initiative has regrouped with a unique proposition to fund games whose proceeds will tangibly benefit real-world charities.
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
Programming
,
Art
,
Design
,
Production
Blog: Can video games teach us about race?
40
by Gamasutra Community
[04.23.13]
With an increased focus on diversity in games a hallmark of 2013 so far, the time is ripe to bring race into the conversation. But more skin tone options and token minority characters aren't the answer.
Console/PC
,
Art
,
Design
Final reminder: Call for GDC Europe 2013 talks closes today!
 
by Staff
[04.22.13]
Game Developers Conference Europe 2013 organizers are reminding that
the show's call for lectures
will close today- submit your talks for the August show in Cologne before midnight PT.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
GD Mag
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
Send your dirty dev tricks for the final issue of GD Mag!
 
by Staff
[04.19.13]
Game Developer is bringing back one of one of its most popular features: Dirty Coding Tricks! It's not just for coders, though; send us stories of your dirtiest workarounds for other dev discipline.
GD Mag
,
Programming
,
Art
,
Audio
,
Design
,
Production
How an enemy gets made: Art from concept to final model
4
by Gamasutra Community
[04.17.13]
A full evolution from rough basic concept through refinement, final design, modeling, animation, and even a high-quality CG render of a single in-game enemy character.
Smartphone/Tablet
,
Indie
,
Art
Mayhem Triple
: An indie's own personal
Duke Nukem Forever
1
by Mike Rose
[04.16.13]
Indie developer Dustin Gunn has released his new game
Mayhem Triple
, and it's a bit of a special one for the dev -- it's his own
Duke Nukem Forever
, 10 years in the making.
Indie
,
Art
,
Design
,
Business/Marketing
,
Video
The hard road to the
Baldur's Gate
remake
6
by Trent Oster
[04.16.13]
It's a beloved classic, but making a new version for tablets and contemporary PCs turned out to be a much bigger challenge than the team at Overhaul had anticipated.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Programming
,
Art
,
Design
,
Production
,
Business/Marketing
The hard road to the
Baldur's Gate
remake
6
by Trent Oster
[04.15.13]
It's a beloved classic, but making a new version for tablets and contemporary PCs turned out to be a much bigger challenge than the team at Overhaul had anticipated.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Programming
,
Art
,
Design
,
Production
,
Business/Marketing
Blog:
Monster Hunter
- ugly, but popular
19
by Gamasutra Community
[04.12.13]
"Monster Hunter is really becoming the emblem of those video gamers who are genuinely interested in the gameplay, more than any visual frill," says blogger Marco Magnani.
Console/PC
,
Art
,
Design
,
Business/Marketing
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