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May 22, 2013
Blizzard Entertainment
Senior Software Engineer, Server
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Senior Software Engineer
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May 22, 2013
Using Small Studios As Stepping Stones In Your Career
[
2
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Opinion: Xbox One Wasn't Built For You
[
1
]
How Can You Find Jobs At Blizzard if You're an Artist?
Let’s produce HTML5 games with a serious approach.
An Object Of Lust
[
1
]
Press Releases
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May 22, 2013
Mucking Mayhem: SmashMuck
Champions Gets...
NeocoreGames\'
Gothic-noir Action-RPG
Big Head Mode Debuts
\"Douche Defender,\"
World...
NATSUME’S E3
SHOWING INCLUDES FULL
LINE-UP...
Ghostlight announce
Elminage Original for the
PAL...
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GAMEXPO 2013
Pasadena, United States
05.24.2013
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07.09.2013
Christian Game Developers Conference
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
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March 2013 Issue of Game Developer
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January 2013 Issue of Game Developer
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Features
Features
» Social/Online
Bill Roper: Making MMOs Work Again
21
by
Christian Nutt
[02.14.11]
In this extensive interview conducted at GDC China, Bill Roper, former design director of Cryptic Studios, discusses what he sees as the broken model of MMO development in the West, and explores the negative reaction gamers had to Cryptic's
Star Trek Online
and
Champions Online.
Business/Marketing
,
Design
,
Programming
,
Production
,
Interview
,
Social/Online
Gaming The New Era Of Facebook
14
by
Paul Hyman
[02.09.11]
Can new developers find success in the post-notifications era of Facebook? We've got three resounding affirmatives from two developers and a consultant, and we explore their paths in this Gamasutra feature.
Business/Marketing
,
Design
,
Social/Online
Bill Roper: Reflections on
Hellgate
27
by
Christian Nutt
[02.07.11]
In this extensive interview conducted at GDC China, Bill Roper, former developer of
Hellgate: London
, sifts through the aftermath of that doomed project and reflects on mistakes made, community reaction, and how decisions get made in games.
Business/Marketing
,
Design
,
Production
,
Interview
,
Social/Online
A Philosophy That Extends Eastward: Social Games Zynga-Style
19
by
Christian Nutt
[02.04.11]
In this extensive interview, the general manager of Zynga Beijing expands on the company's creative philosophy - rely on metrics, not on what game designers think is "cool" or creative, and always serve the users.
Design
,
Interview
,
Social/Online
Going Games: From Web Development To Game Studio In One Project
8
by
Tim Cooper
[02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing
,
Design
,
Production
,
Art
,
Indie
,
Social/Online
The Era Of Behaving Playfully
18
by
Michael Thomsen
[01.19.11]
How can incorporating real-world behavior change the fundamental play of games? The developers behind games that delve into this question, such as
The Sims 3
,
SpyParty
, and
Facade
, answer this question.
Design
,
Interview
,
Social/Online
Adobe Vs. Unity: The Future Of 3D Web Games
40
by
Paul Hyman
[01.12.11]
As Adobe marches towards a Q2 launch for its Molehill, the 3D version of Flash, developers must decide whether to aim for that, Unity 3D, or an in-house solution -- Gamasutra investigates.
Business/Marketing
,
Design
,
Programming
,
Interview
,
Social/Online
The Genre Blender: Experiments In Social Gameplay
10
by
Stephen Dewhurst
[01.04.11]
A team at Carnegie Mellon's Entertainment Technology Center launched a project to determine how to get multiple game genres -- racing, first person shooter, and puzzle -- to blend into one socially competitive experience, and here present the results of that experiment.
Design
,
Student/Education
,
Social/Online
CityVille
Explained, Part 2
15
by
Tadhg Kelly
[12.29.10]
Concluding his much-linked article series on the success of Zynga's 70 million user
CityVille
, following
Part 1
, design veteran Tadhg Kelly draws further from his
What Games Are blog
to examine the social features, channels and takeaways from the game's success.
Design
,
Social/Online
CityVille
Explained, Part 1
4
by
Tadhg Kelly
[12.28.10]
In the first of a two-part series, design veteran Tadhg Kelly draws from his
What Games Are blog
to explain the rise to power of Zynga's massively successful social game
CityVille
.
Design
,
Social/Online
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]