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May 21, 2013
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May 21, 2013
An Object Of Lust
Gamasutra Blog Guidelines - Updated and open for discussion
[
9
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Postmortem: ROBLOX Mobile
Fingle marketing effort and numbers
[
1
]
Next-Gen Xbox: What Microsoft Needs To Reveal On 21st May
[
15
]
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May 21, 2013
Games Industry Networking
event in Leamington
Spa...
Command Rommel’s
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\"The Cold War Era isn\'t
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7 Years
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05.24.2013
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07.09.2013
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07.11.2013
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San Francisco, United States
07.30.2013
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
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Features
Features
» Indie
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
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
Postmortem: zGames'
Pong World
5
by
Tanya Aulachynskaya
,
Chris Howard
,
Artyom Vorobyov
[02.11.13]
What does it take to build a winning mobile game -- literally? This postmortem details the development of
Pong World
, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
Reflections on XNA
25
by
Nathan Fouts
[02.05.13]
Nathan Fouts quit his job at Insomniac Games in 2006 to strike out on his own as an indie developer, ultimately settling on Microsoft's XNA as his development platform of choice -- and here, he reflects on the tool, which Microsoft last week announced will be discontinued.
Business/Marketing
,
Indie
Accessible Strategy is not an Oxymoron: Design Pillars for
Skulls of the Shogun
15
by
Jake Kazdal
,
Borut Pfeifer
[02.01.13]
How did the developers of the new indie strategy game strive to break the bounds of the strategy genre? In this article, 17-Bit's Jake Kazdal and Borut Pfeifer break down the decisions that lead to the design choices they made.
Design
,
Indie
Postmortem: 11 Bit Studios'
Anomaly Warzone Earth
13
by
Paweł Miechowski
[01.28.13]
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
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
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
34
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
The Case for Casual Biometrics
7
by
Stefano Gualeni
[12.20.12]
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Design
,
Indie
,
Smartphone/Tablet
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]