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July 20, 2018
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Features » Console/PC
From XNA to MonoGame 12
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet

Pursuing a Video Game Masterpiece 40
by Paul Walker [05.10.13]
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC

PlayStation Plus: Good for Players, But is it Good for Developers? 20
by Kris Graft [05.09.13]
Sony's service, which allows gamers to get a huge variety of free games, has been a big hit with PlayStation fans. But what do developers get out of it? Gamasutra finds out.
Business/Marketing, Console/PC

Managing Risk in Video Game Development 8
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

Crowdfunding, One Year Later 3
by David Daw [05.01.13]
Game Developer Magazine asked devs behind major crowdfunding pushes from the last year -- Chris Roberts, Brenda Romero, Greg Rice, and Jim Rossignol and James Carey -- for their advice on what worked for them and what they’d do differently.
Business/Marketing, Game Developer Magazine, Console/PC, Indie, GD Mag, GD Mag Exclusive

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Inside the PlayStation 4 With Mark Cerny 74
by Christian Nutt [04.24.13]
When the PlayStation 4 was announced, lead system architect Mark Cerny called out its "supercharged PC architecture" -- but what does that mean? Gamasutra spoke to Cerny at length, and this article details precisely what the hardware is capable of.
Business/Marketing, Interview, Console/PC

Programmer, Interrupted 19
by Chris Parnin [04.22.13]
There are many distractions at work, and unfortunately, our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures and bloodletting leeches. But what is the evidence, and what can we do about it?
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC