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May 22, 2013
Blizzard Entertainment
Senior Software Engineer, Server
Blizzard Entertainment
Senior Software Engineer, Game Play
Blizzard Entertainment
Senior Software Engineer, Game Engine
NetherRealm Studios
Senior Software Engineer
NetherRealm Studios
Lead Software Engineer
Monolith Productions
Lead Mission Designer
Latest Blogs
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May 22, 2013
Using Small Studios As Stepping Stones In Your Career
[
2
]
Opinion: Xbox One Wasn't Built For You
[
4
]
GungHo Stock’s 4000% Run -- What it Means for Game Studios and Investors
[
1
]
How Can You Find Jobs At Blizzard if You're an Artist?
Let’s produce HTML5 games with a serious approach.
[
2
]
Press Releases
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RSS
May 22, 2013
Independent Developer
Curve Announces Focus
on...
Mucking Mayhem: SmashMuck
Champions Gets...
NeocoreGames\'
Gothic-noir Action-RPG
Big Head Mode Debuts
\"Douche Defender,\"
World...
NATSUME’S E3
SHOWING INCLUDES FULL
LINE-UP...
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GAMEXPO 2013
Pasadena, United States
05.24.2013
Develop in Brighton
Brighton, United Kingdom
07.09.2013
Christian Game Developers Conference
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
About
Editor-In-Chief:
Kris Graft
Blog Director:
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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
Features
Clone Wars: The Five Most Important Cases Every Game Developer Should Know
27
by
Stephen C. McArthur
[02.27.13]
"How courts treat developers copying ideas for video games, however, has quietly but dramatically evolved over the past year," writes attorney Stephen McArthur, who takes a look at how the legal precedent on cloning has changed from
Asteroids
through
Triple Town
.
Business/Marketing
Postmortem: Unknown Worlds Entertainment's
Natural Selection 2
20
by
Charlie Cleveland
[02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
Finding and Keeping Your Perfect Investment Partner
3
by
W. Todd Tribell
[02.25.13]
Heading to GDC and hoping to score some funding? Digital Capital's W. Todd Tribell here takes a hard look at the developer/investor relationship, and shares his perspective on what the investor really expects -- from his side of the table.
Business/Marketing
Let's Talk About Touching: Making Great Touchscreen Controls
34
by
Tim Rogers
[02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of
ZiGGURAT
and
TNNS
, explores the possibility space.
Design
,
Indie
,
Smartphone/Tablet
Making the Move to HTML5, Part 2
9
by
David Galeano
,
Duncan Tebbs
[02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming
,
Social/Online
Defender's Quest
: By the Numbers, Part 2
22
by
Lars Doucet
[02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing
,
Design
,
Indie
Drafting a Social Media Handbook Policy for Developers
13
by
Preeti Khanolkar
[02.19.13]
Big companies have recently gotten into hot water by trying to govern employee social media use -- but the right way to do this is even more complicated than you might expect, so Gamasutra presents this article, written by an attorney, to help put you on the right track.
Business/Marketing
Proteus
: A Trio of Artisanal Game Reviews
30
by
Ian Bogost
[02.15.13]
What is
Proteus
? How can it be appreciated? Setting aside the ongoing debate on whether or not it's a game, Noted academic and developer Ian Bogost here presents three reviews as three lenses through which to approach and appreciate it.
Design
The Rise of the Mobile Collectible Card Game
13
by
Christian Nutt
[02.14.13]
Rage of Bahamut
was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design
,
Interview
,
Social/Online
,
Smartphone/Tablet
Storyboarding for Games User Research
6
by
Lennart Nacke
,
Pejman Mirza-Babaei
[02.13.13]
You can do user testing, and that can generate massive volumes of data -- but how can you feed that data back down to the team in a helpful way? Game user researchers Mirza-Babaei and Nacke discuss a useful storyboarding technique.
Design
1
2
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]