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May 23, 2013
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May 23, 2013
Letting the Player Find the Fun
Using Small Studios As Stepping Stones In Your Career
[
3
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Maturity, Challenge, Art and Games
Combat Analysis: Guacamelee
[
1
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Kickstarter Fu
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May 23, 2013
Classic board games go
mobile!
City Block Rockin\' Beats
VIDEO GAME INDUSTRY
VETERANS JOIN TO FORM
&lsquo...
iOS SHOOTER SENSATION OUT
NOW ON ANDROID!
WeeWaa: Rock On! Jams
Onto App Store
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Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
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Jennifer Sulik
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Updates
Updates
» Design
Blog: Why I'll never work on first person shooters again
114
by Gamasutra Community
[04.19.13]
A developer vows never to make another shooter, writing that he has the chance "to pick and choose the games I build, and the ethical stances those games exhibit."
Console/PC
,
Smartphone/Tablet
,
Design
,
Business/Marketing
Reviving your game with 'CPR design'
3
by Gamasutra Community
[04.19.13]
A simple way to resuscitate your game design when it goes off track -- by evaluating the challenge it poses, the enjoyment engaging with it, and the value of the results that come from it.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Design
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
Blog: Why online games are tanking
26
by Gamasutra Community
[04.19.13]
Monetization consultant Ramin Shokrizade addresses the "common myth that free-to-play games have rapidly degrading user engagement" because of their game design, instead pinning it on bad monetization.
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
Call for GDC Europe 2013 talks closes on Monday - submit now!
 
by GDC Staff
[04.19.13]
Game Developers Conference Europe 2013 organizers are reminding that
the show's call for lectures
will close on Monday April 22nd - submit your talks for the August show in Cologne today!
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
,
Production
,
Business/Marketing
Peter Molyneux may have just monetized trolling
28
by Mike Rose
[04.19.13]
"Maybe the effects of automatically removing cubelets will be neutralized by players keen to keep
Curiosity
going." - A note from Peter Molyneux's 22cans tells users they can pay to reverse the progress made by others.
Smartphone/Tablet
,
Design
,
Business/Marketing
The four-year saga of IGF winner
Monaco
's development
8
by Mike Rose
[04.19.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting
Monaco
completed. He takes us back to the beginning and through to the end.
Console/PC
,
Indie
,
Design
Is this AI tool right for you? A RAIN{indie} review
9
by Dave Mark
[04.18.13]
How does Rival Theory's free development tool RAIN{indie} stack up? Dave Mark, president and lead designer at AI consultancy Intrinsic Algorithm gives you the rundown.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
GD Mag
,
Programming
,
Design
,
Production
,
GD Mag Exclusive
A method for refining your ideas until you have a hit
8
by Gamasutra Community
[04.18.13]
Coming up with a hit game is far from easy, but this straightforward method is designed to help you quickly identify the right idea, refine it, and get results.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
,
Production
Mobile player behavior: How often and where they play
4
by Gamasutra Community
[04.18.13]
If you want to know how much people play in the bathroom, this is the story for you -- as it pulls together stats from multiple sources to find out how frequently and where mobile players play.
Smartphone/Tablet
,
Design
,
Business/Marketing
The four-year saga of IGF winner
Monaco
's development
8
by Staff
[04.18.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting
Monaco
completed. He takes us back to the beginning and through to the end.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
Unity's co-founder has a brand new studio
3
by Christian Nutt
[04.18.13]
Nicholas Francis, co-founder of Unity, left the company after a decade to form a studio and create a game he's been dreaming of for years.
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
,
Exclusive
Designing the infinitely replayable game
17
by Gamasutra Community
[04.18.13]
So you want to make a game that could last forever. What elements of the design space are most relevant to your goal? This blog post is an ambitious attempt to figure that out.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
Building an indie studio from scratch
9
by Gamasutra Community
[04.17.13]
The founder of brand new studio Absurd Interactive walks through the process of bootstrapping the developer -- from choosing a name to creating its very first game.
Smartphone/Tablet
,
Indie
,
Design
,
Production
,
Business/Marketing
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
NYU and EVO team up for competitive game design scholarship
 
by Kris Ligman
[04.16.13]
A new scholarship for NYU Game Center seeks to support game design students active in the fighting game community.
Console/PC
,
Indie
,
Design
,
Student/Education
How one developer
evolved
better RPG mechanics
10
by Gamasutra Community
[04.16.13]
By using computational evolution, one designer created a game where spells and abilities evolved based on how players used them -- potentially opening up a new world of RPG mechanics.
Indie
,
Programming
,
Design
'If you respect your public, eventually it pays back'
3
by Kris Ligman
[04.16.13]
Dontnod creative director Jean-Maxime Moris comments on gender equality as a theme in the upcoming Capcom-published action-adventure game
Remember Me
.
Console/PC
,
Design
,
Production
Dissecting
BioShock Infinite
's combat
57
by Gamasutra Community
[04.16.13]
Does the shooter stand up to its predecessors? What about
System Shock 2
? Designer Eric Schwarz offers a detailed breakdown of the title's play mechanics.
Console/PC
,
Design
Blog: The 'indie' vs. 'professional' argument flares up again
24
by Gamasutra Community
[04.16.13]
Last week, Thomas Steinke
posted his thoughts
on what it means to be a professional indie developer. Now, he defends himself against his critics and explores the topic more thoroughly.
Console/PC
,
Indie
,
Design
,
Business/Marketing
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