Our Properties:
Gamasutra
GameCareerGuide
IndieGames
GDC Vault
GDC
IGF
Game Developer Magazine
GAO
SEARCH
GO
LOGIN
GAME JOBS
news
features
Blogs
events
contractors
newsletter
store
SEARCH
GO
ALL
CONSOLE/PC GAMES
SOCIAL/ONLINE GAMES
SMARTPHONE/TABLET GAMES
INDEPENDENT GAMES
PROGRAMMING
ART
AUDIO
DESIGN
PRODUCTION
BIZ/MARKETING
Latest Jobs
View All
Post
RSS
May 21, 2013
Blizzard Entertainment
Senior Software Engineer, User Interface
Blizzard Entertainment
Senior Technical Artist
Blizzard Entertainment
3D Environment Artist, Senior
Blizzard Entertainment
Dungeon Texture Artist
Blizzard Entertainment
3D Character Artist, Lead
Hidden Variable Studios
Senior Designer
Latest Blogs
View All
Post
RSS
May 21, 2013
An Object Of Lust
Gamasutra Blog Guidelines - Updated and open for discussion
[
9
]
Postmortem: ROBLOX Mobile
Fingle marketing effort and numbers
[
1
]
Next-Gen Xbox: What Microsoft Needs To Reveal On 21st May
[
15
]
Press Releases
View All
RSS
May 21, 2013
From Xbox to jukebox
Tagoria celebrates its
5th birthday with a...
Artillery Revamped For
World of Tanks Update 8.6
Guild Wars 2 Last Stand
at Southsun
Games Industry Networking
event in Leamington
Spa...
Calendar
View All
Submit Event
About
Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
Contact Gamasutra
Report a Problem
Submit News
Comment Guidelines
Gama Network
If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:
Game Career Guide
Indie Games
Store
View All
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
Making
Halo 4
: A story about triple-A
14
by Staff
[04.26.13]
In a time that has seen the rise of small teams creating games,
Halo 4
represents high-budget, high-production, proper "A-A-A" development. Here's the story of one of last year's biggest productions.
Console/PC
,
Design
,
Production
,
Business/Marketing
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
Video: Fixing toxic online behavior in
League of Legends
12
by GDC Vault Staff
[04.26.13]
Toxic player behavior exhibited during online gaming sessions can be improved several ways, Riot Games' Jeffery Lin reveals in this analysis of experiments conducted in
League of Legends
.
Console/PC
,
Social/Online
,
Programming
,
Design
,
Production
,
Video
The psychology of money: Why players pay (or don't)
15
by Gamasutra Community
[04.26.13]
How does the human brain handle
money
? Understand that and you should have a better chance of understanding what players will pay for. This blog post spells it all out.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
Blog: The genius of the game design in
Monaco
2
by Gamasutra Community
[04.26.13]
Penny Arcade Adventures 3
developer Robert Boyd explains the "five great ideas" that make
Monaco: What's Yours is Mine
a fantastic piece of design work.
Console/PC
,
Indie
,
Design
Why
are
you making games?
7
by Gamasutra Community
[04.26.13]
Sometimes you hit a creative standstill. That is when it is time to do some soul searching and figure out why you're making the game you are making -- and this inspirational post suggests how.
Console/PC
,
Indie
,
Design
Rethinking difficulty levels: What does your audience want?
77
by Gamasutra Community
[04.25.13]
What does
Bayonetta
get right and
Tomb Raider
get wrong? How could
BioShock Infinite
be improved? This blog post explores game difficulty and how it affects your audience.
Console/PC
,
Design
Blog: Horror games - What kind of enemy should you create?
11
by Gamasutra Community
[04.25.13]
Horror games often face you off against hordes of enemies -- but there is another choice. Some games have pitted the player against a single antagonist. The two approaches are contrasted in this blog.
Console/PC
,
Indie
,
Design
The blissfully awkward controls of
Surgeon Simulator 2013
3
by Mike Rose
[04.25.13]
"We're fairly sure the real procedures are nothing like what happens in the game," Luke Williams of Bossa Studios tells Gamasutra of the company's big hit
Surgeon Simulator 2013.
Console/PC
,
Indie
,
Programming
,
Design
,
Business/Marketing
,
Exclusive
,
Video
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 to gather and best use player feedback
1
by Christian Nutt
[04.24.13]
Getting player feedback is easy, but how do you gather useful data and then interpret it? Here's a guide to creating a player survey and interpreting the results.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
,
Production
,
Business/Marketing
IGF China seeking pan-Pacific indie game submissions for 2013 event
 
by GDC Staff
[04.24.13]
The
Independent Games Festival China
– which will take place alongside this September's
GDC China
in Shanghai – is
accepting indie game entries
from the pan-Pacific area from now through July 19.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
Hard work paid off in
Dreamfall Chapters
' $1.5 million Kickstarter
3
by Brandon Sheffield
[04.24.13]
Make no mistake, running a Kickstarter is a full-time job that shouldn't be taken lightly. Designer Ragnar Tornquist explains how
Dreamfall Chapters
made it past $1.5 million in pledges.
Social/Online
,
Design
A postmortem on the indie 3DS game
Mutant Mudds
2
by Gamasutra Community
[04.24.13]
A look back at the development and release of the 3DS' popular indie platformer. Want to know how to settle on a gameplay hook, approach the press and other tips? Look inside.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
Effectively managing player rewards
 
by Gamasutra Community
[04.23.13]
There's a way to reward players to make them fulfilled and keep them coming back -- and this post details what you need to keep in mind, including
not
rewarding them too much.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
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
8 tips for building your game's roleplaying community
9
by Gamasutra Community
[04.23.13]
If your game has a strong community of RPers, cosplayers, or other creative players, you'll want to read this post on fostering its formation and enthusiasm.
Social/Online
,
Design
,
Business/Marketing
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
See this new fluid simulation algorithm in action
7
by Mike Rose
[04.23.13]
A new fluid simulation algorithm that utilizes the same PhysX SDK framework that is used to simulate cloth and deformables is expected to be included in future versions of the toolset.
Console/PC
,
Programming
,
Design
,
Video
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]