Winds of Change: Ben Cousins on Today and the Future18 by Brandon Sheffield[03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/TabletRoundtable: The Interactive Fiction Renaissance6 by Leigh Alexander[03.14.13]
Interactive Fiction is becoming en vogue thanks to the proliferation of both games and digital reading devices, such as tablets and e-readers. Game Developer magazine speaks to some of the form's leading lights to get a bead on the best tools and the best work being done -- and why the form is as vital as any other in games.
Design, Interview, IndieThe Language of Monetization Design20 by Ramin Shokrizade[03.13.13]
Without fully understanding the meaning of terms like "microtransaction" and "pay-to-win," argues monetization design consultant Ramin Shokrizade, you don't have a basis for implementing these models -- and in this paper, he proposes a basic lexicon.
Design, Social/OnlineAre Game(r)s Art(ists)?39 by Darby McDevitt[03.12.13] Assassin's Creed 4 lead writer Darby McDevitt proposes a way of looking at games -- as a blend of two types of mechanics, Agency and Destiny -- that have different goals and deliver to the player different types of emotions, but which can work together.
DesignThe Metrics Aren't the Message26 by Laralyn McWilliams[03.11.13]
Metrics can rule you -- but should they? The Workshop Entertainment's new design director and Free Realms veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that overreliance on analytics and friction in social games isn't the answer.
Design, Social/OnlineRidiculous Fishing: The Game that Nearly Ended Vlambeer10 by Mike Rose[03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/TabletSponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best4 by Telefilm Canada[03.07.13]
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Business/Marketing, Indie, Sponsored FeatureMaking the Move to HTML5, Part 38 by David Galeano, Duncan Tebbs[03.07.13]
Thinking of targeting HTML5 for mobile games? What about high-end projects? Whatever your goal, this feature has you covered -- it's a deep delve into a variety of essential components of a game using the tech, discussing its application in different types of projects.
Programming, Social/Online, Smartphone/TabletGame Design Tools for Collaboration14 by Damien Djaouti[03.05.13]
Can a tool for modeling game design make it easier for designers to work with engineers? Many different tools and frameworks have been proposed, and researcher Damien Djaouti explores them for practicality and adaptability.
Business/MarketingUntold Riches: The Intricate Platforming of Tomb Raider13 by Hamish Todd[03.01.13]
What game design gems lurk in the unexplored nooks and crannies of the original 1996 Tomb Raider? With the franchise now rebooted, designer Hamish Todd takes a close look at the series' first game, and the possibilities its constrained platforming allowed.
Design