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Secret Knowledge from the Future 1
by Christian Nutt [08.13.12]
Ngmoco CEO Neil Young talks about his view of the future of the mobile social games space, how he hopes to delight both players and developers, and why he thinks that Mobage is the number one service in the world.
Business/Marketing, Interview, Smartphone/Tablet

Cliff Bleszinski's Game Developer Flashcards 89
by Cliff Bleszinski [08.09.12]
Having trouble putting your finger on the behavior of your development team? Epic's Cliff Bleszinski here "identifies communication techniques that are often used in discussions, arguments, and debates among game developers."
Business/Marketing

Getting the Most from Your Sound Designer 13
by Keith Moore [08.07.12]
Working with an external sound designer? This article by audio professional Keith Moore explores the other end of the collaboration -- what can go wrong on a project and why, and how to minimize communication difficulties and reach results that both parties are happy with.
Audio, Indie

10 Tips: Localization 24
by Tristan Donovan [08.06.12]
Localization is not something to worry about just at the end of the project, it turns out. Gamasutra speaks to experts who've worked with Blizzard, Ubisoft, Microsoft and more to learn best practices.
Business/Marketing, Production

Comics vs. Games: Thinking Outside the Panel 12
by Tim Latshaw [08.03.12]
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design, Art, Indie

Making Music: Pugs Luv Beats' Theory and Fun 3
by Yann Seznec [08.01.12]
A developer of the IGF-nominated game Pugs Luv Beats explains how music technology and theory was married to cute and colorful gameplay to create a surprising blend of avant-garde musicianship and accessible fun.
Audio, Design

Lumines Electronic Symphony: The Untold Story 4
by James Mielke [07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art

The More You Know: Making Decisions Interesting in Games 29
by Jon Shafer [07.27.12]
Stardock's Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
Design

Have Used Games Helped the Industry Evolve? 19
by Kevin Ohannessian [07.26.12]
Are used games evil, as many developers suggest? In this Gamasutra feature, we speak to GameStop president Tony Bartel, developers such as Ngmoco's Ben Cousins, 5th Cell's Jeremiah Slaczka, and CD Projekt RED's Adam Badowski, among others.
Business/Marketing

War-torn Developers: Creating Games from the Front Lines 9
by Eric Caoili [07.25.12]
Many games are set in warzones -- but what do the developers who live through violence produce? In this feature, Gamasutra speaks to developers in regions that are tumultuous to find out what they want to create and why.
Business/Marketing, Design, Interview