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May 25, 2013
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May 25, 2013
Beer and Diversity
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Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
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We're Indie, we like Microsoft. Too Controversial?
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May 25, 2013
Dean Hall Discusses
DayZ
's Development Process
[
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Creating Virtual Reality Games: The Fundamentals
[
8
]
Learning to Love Handicaps in Competitive Games
[
23
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May 25, 2013
12 Million Downloads
after 1 Year in the
AppStore
Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
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Fashion Party Dress Up
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About
Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Updates
Updates
» Design
Games for Change announces 2013 festival keynote speakers
 
by Kris Ligman
[05.10.13]
Games for Change has announced the line-up of keynote speakers for its tenth annual Games for Change Festival, this June 17th to 19th in New York City.
Indie
,
Serious
,
Design
Blog: Why we took our game design back to the drawing board
3
by Gamasutra Community
[05.10.13]
It seemed like a great idea for a game, but playtesters just weren't into
Henchmen!
That's when the developers decided to start fresh.
Smartphone/Tablet
,
Indie
,
Design
Warren Spector: Use the storytelling tools that work for games
27
by Christian Nutt
[05.10.13]
"Respect the medium and the player" was Warren Spector's message in his presentation at UC Santa Cruz's IFOG symposium. There are strengths to games that must be harnessed to tell better stories.
Console/PC
,
Design
Time to move on from the gameplay vs. story debate
43
by Christian Nutt
[05.10.13]
UC Santa Cruz's Michael Mateas (
Facade
) argued in an impassioned presentation this morning that the time for debate on whether games should have stories has passed -- it's the work that matters.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
Video:
The Unfinished Swan
- From student prototype to PS3 exclusive
1
by GDC Vault Staff
[05.10.13]
Giant Sparrow creative director Ian Dallas shares how
The Unfinished Swan
began as a week-long prototype in school and became a Sony-published PlayStation Network game.
Console/PC
,
Indie
,
Programming
,
Design
,
Production
,
Video
Blog: The baggage that comes with 'personal' video games
23
by Gamasutra Community
[05.10.13]
Elizabeth Ryerson (
Dys4ia
) responds to Darius Kazemi's "
Fuck Videogames
," and argues that we are in danger of letting games, and our reactions to them, be defined not by the work but by what surrounds it.
Indie
,
Design
Security firm ensuring
Watch Dogs
hacking is believable
10
by Mike Rose
[05.10.13]
"Sometimes they say, 'Yeah, that's possible, but change that word'" -
Watch Dogs
' Dominic Guay explains how the game's hacking goes through a security firm to make sure it's fairly realistic.
Console/PC
,
Design
,
Business/Marketing
Blog: Making players feel important
6
by Gamasutra Community
[05.10.13]
Making players feel like they can have an impact on the world is crucial, but doing so is far from easy. How do you do it? Here are some observations and suggestions.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
Leaving AAA: Why Naughty Dog's star designer became a teacher
14
by Kris Ligman
[05.10.13]
"Game developers should not walk but
run
towards their nearest academic institution," says Richard Lemarchand, design lead on
Uncharted 3
who in 2012 left AAA to teach game design.
Console/PC
,
Indie
,
Design
,
Exclusive
,
Student/Education
If games are art, what's next?
39
by Staff
[05.10.13]
Jonathan Blow, academic Grant Tavinor and indie Erlend Grefsrud argue for the creative future of video games and explore what they can be capable of.
Console/PC
,
Indie
,
Design
Blog: Why I am making games
3
by Gamasutra Community
[05.09.13]
When asked why you make games, what would
you
answer? One developer shares the reasons
he
makes games, after giving it some serious thought.
Console/PC
,
Indie
,
Design
All GDC 2013 content live and mobile-ready on the Vault
2
by GDC Vault Staff
[05.09.13]
GDC Vault
, the most comprehensive collection of talks and slides from game industry thought leaders, has gone live with
all GDC 2013 content
on the newly-redesigned website.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
,
Production
,
Business/Marketing
Video:
The Legend of Zelda
's evolution, from Nintendo's Aonuma
7
by GDC Vault Staff
[05.09.13]
The Legend of Zelda
designer-turned-director Eiji Aonuma discusses how the franchise evolved, how
A Link to the Past
won him over, and how he handles the "Miyamoto Test," in this special GDC Vault video.
Console/PC
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
,
Video
Get a job: Linden Lab is looking for a Game Designer
 
by Kris Ligman
[05.09.13]
"Linden Lab seeks a Game Designer to be responsible for generating detailed concepts covering all aspects of gameplay and using software tools to implement the designs."
Console/PC
,
Design
,
Recruitment
One indie's long road: Making
You Have to Win the Game
4
by Gamasutra Community
[05.09.13]
Kyle Pittman reflects on the four-year journey from conception to release, taking in the successes and failures, the inspirations and mistakes he made along the way.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
The challenge of modifying a design for asynchronous play
5
by Gamasutra Community
[05.09.13]
David Sirlin hadn't designed his card game Codex to allow for asynchronous play -- but he wanted to see if it was possible. This deep design post details what he had to do to get it there.
Smartphone/Tablet
,
Indie
,
Design
Reminder: GDC China 2013 talk submissions due Friday
 
by GDC Staff
[05.09.13]
Friday, May 10 is the deadline for
English
and
Mandarin submissions
to present talks at the
2013 Game Developers Conference China
, organizers are reminding.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
Playtesting for indies
4
by Gamasutra Community
[05.09.13]
Getting player feedback is key, but harnessing the power of playtesting isn't always easy when your resources are limited. One indie team shares its methods.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
Video: Diverse game characters - write them now!
4
by GDC Vault Staff
[05.08.13]
"The more stereotypical characters we create, the more we write ourselves into corners," warns
Assassin's Creed III: Liberation
writer Jill Murray in this GDC 2013 talk.
Console/PC
,
Social/Online
,
Design
,
Production
,
Video
Star Wars 1313
dev on talking to the player through design
1
by Kris Ligman
[05.08.13]
Matthias Worch, recently attached to the cancelled
Star Wars 1313
project, talks in this encore presentation of his GDC 2013 session on how games are the perfect medium of modern culture.
Console/PC
,
Design
,
Video
1
2
3
4
5
6
7
8
9
10
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Next 10 > >
]