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May 23, 2013
Stomp Games
Web Game Programmer
LeapFrog
Associate Producer
Hasbro
Producer - Boys Integrated Play
Off Base Productions
Senior Front End Software Engineer
Off Base Productions
Web Application Developer
Edge of Reality
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May 23, 2013
We're Indie, we like Microsoft. Too Controversial?
The Procession of Progression in Game Design
Xbox One: a flawed plan, well executed
Letting the Player Find the Fun
[
1
]
Using Small Studios As Stepping Stones In Your Career
[
4
]
Features
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May 23, 2013
Creating Virtual Reality Games: The Fundamentals
[
2
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Learning to Love Handicaps in Competitive Games
[
18
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Tutorial: Simple, High-Performance Particles for Mobile
[
4
]
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May 23, 2013
EA ANNOUNCES NEED FOR
SPEED RIVALS RACING TO
XBOX...
E3: Indie Co-op Puzzler
Tiny Brains Confirmed
for...
The Age of Shadows on
Distant Worlds starts
now!
Super Splatters Bursts
onto Steam in Late June
THE MIGHTY QUEST FOR EPIC
LOOT BRINGS OUT THE...
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Editor-In-Chief:
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Blog Director:
Christian Nutt
Senior Contributing Editor:
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Updates
Updates
» Design
Yodo1 to launch robust social service for your smartphone games
 
by Christian Nutt
[04.12.13]
The Beijing-based startup has built a new end-to-end rewards and social layer called Kryptanium, and it's planning to launch it in the U.S. in June -- first details from the CEO inside.
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
Blog:
Monster Hunter
- ugly, but popular
19
by Gamasutra Community
[04.12.13]
"Monster Hunter is really becoming the emblem of those video gamers who are genuinely interested in the gameplay, more than any visual frill," says blogger Marco Magnani.
Console/PC
,
Art
,
Design
,
Business/Marketing
On video games and cultural relevancy...
35
by Kris Graft
[04.12.13]
"We are in the midst of the most important and influential movement in video games in a decade, if not ever." - Adam Saltsman, developer behind
Canabalt
and
Hundreds
.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
How a trip to China made
Hero Academy
a better game
5
by Gamasutra Community
[04.12.13]
How Robot's popular smartphone strategy series took on a new Chinese-themed army for its release in the territory, which made it back into the Western version of the game, too.
Smartphone/Tablet
,
Art
,
Design
,
Business/Marketing
Can all games be judged the same way?
4
by Gamasutra Community
[04.12.13]
Radiator
developer Robert Yang responds to Koster's
blog post
, explaining why constructive criticism of games can easily misconstrued -- and is rightfully viewed as suspect by those who receive it.
Indie
,
Design
Exploring the debate around what is, or isn't, a game
46
by Gamasutra Community
[04.12.13]
"It's hard to say with absolute certainty what constitutes a game, and we shouldn't be too anxious to go to war over it," writes academic and developer Devin Wilson.
Console/PC
,
Indie
,
Design
Playable
: A look at how accomplished developers make games
1
by Mike Rose
[04.12.13]
As part of a new indie game development initiative, a group of accomplished developers will create a series of experimental games aimed at showing exactly what goes into the development process.
Indie
,
Programming
,
Design
,
Production
Postmortem: Game Oven's
Fingle
6
by Gamasutra Community
[04.12.13]
Developers Adriaan de Jongh and Bojan Endrovski tell the true story of the development of the sexy, awkward, and very popular iPad game that asks players to rub their hands together.
Smartphone/Tablet
,
Design
,
Production
,
Exclusive
Putting the reward in 'risk vs. reward'
26
by Gamasutra Community
[04.11.13]
A design debate: Should players be rewarded for playing on higher difficulties, or is the increased challenge itself the real reason to play?
Console/PC
,
Indie
,
Design
Video: Bungie's world of
Destiny
, from concept to production
21
by GDC Vault Staff
[04.11.13]
Hear the four pillars that guide the world design for Bungie's upcoming
Destiny
, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC
,
Programming
,
Art
,
Design
,
Video
Player irrationality vs. game design
3
by Gamasutra Community
[04.11.13]
We've observed that humans very often make irrational decisions. So how do you design a game, knowing that? Let's look at the research and find some answers.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
Blog: A deep look at
BioShock Infinite
's story
5
by Gamasutra Community
[04.11.13]
A look beneath the surface of the story of the recently-released shooter
BioShock Infinite
-- an attempt to find out what the narrative is
really
trying to do, and to say.
Console/PC
,
Design
5 tips for making successful kids' games in 2013
11
by Mike Rose
[04.11.13]
Some Disney veterans have founded a kids' games start-up which they will focus on creating experiences that will value compelling storytelling. Here, they discuss 5 tips for making successful children's games.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Audio
,
Design
,
Business/Marketing
,
Exclusive
What about love? Inside a game jam revolution
5
by Leigh Alexander
[04.10.13]
A recent community-led dating sim jam over social media yielded not only an explosion of touching, innovative and expressive experiences about love -- but possible lessons for the traditional community.
Indie
,
Design
,
Exclusive
How random loot drops
really
feel to players
16
by Gamasutra Community
[04.10.13]
Building from his post about
the emotional effect of random loot drops
, Chris Grey looks at games like
World of Warcraft
and
Ni no Kuni
to see how their patterns affect players.
Console/PC
,
Indie
,
Programming
,
Design
HTML5 game development, from prototype to release
2
by Gamasutra Community
[04.10.13]
A top-to-bottom look at the development of HTML5 puzzle game
Animory
, which takes in everything from prototyping to what platforms it was ultimately released for, and how.
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
,
Production
,
Business/Marketing
GDC China 2013 announced for Sept 15-17th: call for talks now open
 
by GDC Staff
[04.10.13]
The
call for submissions in Mandarin
and
English
to present talks is now open for the
2013 Game Developers Conference China
, which has moved up to September this year.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
,
Production
,
Business/Marketing
The yin and yang of game design
6
by Gamasutra Community
[04.10.13]
This blog post talks about the creative dualities of game design -- and explains how to marry your creative and analytical sides to come up with and execute on a concept you love.
Console/PC
,
Indie
,
Design
Sharing the GDC experience
 
by Gamasutra Community
[04.10.13]
DigiPen professor Neils Clark tries to give us a picture of his experience of GDC this year -- in a blog post formed from quotes and observations and experiences he had.
Console/PC
,
Indie
,
Design
,
Business/Marketing
Video: The ethics and psychology of the 'freemium' model
1
by GDC Vault Staff
[04.09.13]
GDC 2013 played host to a live recording of the popular mobile developer podcast Walled Garden Weekly, with Touch Arcade's Eli Hodapp and
Temple Run
's Keith Shepherd debating the merits of freemium for mobile games.
Smartphone/Tablet
,
Indie
,
Design
,
Production
,
Business/Marketing
,
Video
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