Seven Steps to Improved Security
by S. Gregory Boyd, Gary Kibel
As the attacks to PSN and other networks in 2011 show, the game industry is substantially threatened by data privacy and security issues -- and given the number and scale of the breaches, it is also clear the industry, as a whole, was not ready for that threat. What can the game industry do to minimize further damage?
The Origins of Night Trap: An Excerpt from Generation Xbox
by Jamie Russell
How did the controversial full motion video game get made in the first place? Years before the Sega CD system it became synonymous with was released, a group of developers tried to change video games into something new.
Finding Out What They Think: A Rough Primer To User Research, Part 1
by Ben Lewis-Evans
In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game.
Ensemble Studios: From Beginning to End, An Excerpt from Gamers at Work
by Morgan Ramsay
In this extract from Morgan Ramsay's Gamers at Work, which explores the challenges of starting and building developers and publishers of video games with 18 of the industry's most successful entrepreneurs, Gamasutra presents a conversation with Tony Goodman about the history of Ensemble Studios, creators of the Age of Empires series for Microsoft. The book also includes discussions with Warren Spector, Jason Rubin, and more.
Postmortem: HandCircus' Okabu
by Simon Oliver
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, Art
Making Lean Startup Tactics Work for Games
by Tyler York
Betable's Tyler York writers about the lean startup method, in which the least possible work is put into a product before giving it to users -- and how a minimum viable game product can still work, if you pitch it at the right audience and test it correctly.
Defender's Quest: By the Numbers
by Lars Doucet
Indie developer Lars Doucet explains how his team's game Defender's Quest survived the change from a free Flash game to a full-fledged download title, and share insight into how audiences find and decide to buy the game.
Sponsored Feature: 10 Steps for Top Google Play Store Rankings (Without Spending a Penny!)
by Richard O'Connell
Papaya Mobile VP of Marketing Richard O'Connell goes through what the company considers the keys to success on the Google Play store, offering up suggestions on how to successfully launch an Android game.
Business/Marketing, Sponsored Feature, Smartphone/Tablet
'No Bullshit': The Management Style Behind Deus Ex: HR's Success
by Christian Nutt
The general manager of Deus Ex: Human Revolution developer Eidos Montreal talks about the first five years of his studio in a wide-ranging interview which takes in the Montreal development scene and how that shaped his goals, and how he hopes to tackle the next console generation.
Understanding User Research: It's Not QA or Marketing!
by Maurice Tan
Just what is focus testing, what's user research, and how do the goals and methods of the two differ? Psychologist Maurice Tan explains how to tell them apart, and why the difference is crucial.