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June 18, 2013
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Features » Business/Marketing
Postmortem: Vivid Games' Real Boxing 14
by Grzegorz Brol, Tomasz Strzelczyk, Krystian Komisarek [01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Game Developer Magazine's 15th Annual Front Line Awards 2012 8
by Game Developer Magazine Staff [01.18.13]
What tools are most essential in game development? In this reprint from Gamasutra sister publication Game Developer magazine, you can read about the best of the best -- with developers who've used them offering insights into why these tools are worth your investment.
Business/Marketing

Games Everywhere: The Game Industry's Challenge for 2013 9
by Patrick Miller [01.14.13]
If there's one clear trend from CES 2013, it's that hardware companies want to deliver console-quality games everywhere -- either by streaming games, buying new consoles, or buying new controllers.
Business/Marketing

Team Building with Mario and Luigi 13
by Jason Drysdale [01.10.13]
Can New Super Mario Bros. Wii teach a group of coworkers to cooperate? Instructional technologist and games-based learning specialist Jason Drysdale puts it to the test in an office environment.
Business/Marketing

Are Game Developers Standing Up for Their Rights? 31
by Johanna Weststar, Marie-Josée Legault [01.09.13]
A comprehensive look at the quality of life issue from EA_spouse onward, this article surveys the efforts of professional organizations, whistleblowers, studios, and governments to protect the rights of game developers.
Business/Marketing

Amnesia Fortnight: How Double Fine Embraces the Future 5
by Christian Nutt [01.04.13]
Can a new way of developing games save a company? Gamasutra speaks to two Double Fine developers about what the recently ended public Amnesia Fortnight means to the company, and why the failure of Brütal Legend was a blessing.
Business/Marketing, Interview, Console/PC, Indie

The Secrets of Promotion for Indies 35
by Erik Sebellin-Ross [01.03.13]
How do you connect with reviewers and bloggers to build buzz around your game? This simple guide will show you the basic steps you need to follow to get people interested in your project.
Business/Marketing, Indie

Game Developer Magazine's 2012 In Review 4
by Gamasutra staff [01.01.13]
2012 has been a big year for the game industry, and here, Game Developer polled accomplished industry veterans and indies alike for their respective takes on what we're glad to be done with, looking forward to working with, year-end shout-outs, and more.
Business/Marketing

Gamasutra's Best of 2012 7
by Gamasutra staff [12.24.12]
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Burning of Star Wars: The Old Republic 110
by Simon Ludgate [12.14.12]
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has really wrought with its adaptation of the game.
Business/Marketing, Social/Online