Our Properties:
Gamasutra
GameCareerGuide
IndieGames
GDC Vault
GDC
IGF
Game Developer Magazine
GAO
SEARCH
GO
LOGIN
GAME JOBS
news
features
Blogs
events
contractors
newsletter
store
SEARCH
GO
ALL
CONSOLE/PC GAMES
SOCIAL/ONLINE GAMES
SMARTPHONE/TABLET GAMES
INDEPENDENT GAMES
PROGRAMMING
ART
AUDIO
DESIGN
PRODUCTION
BIZ/MARKETING
Latest Jobs
View All
Post
RSS
May 22, 2013
Blizzard Entertainment
Senior Software Engineer, Server
Blizzard Entertainment
Senior Software Engineer, Game Play
Blizzard Entertainment
Senior Software Engineer, Game Engine
NetherRealm Studios
Senior Software Engineer
NetherRealm Studios
Lead Software Engineer
Monolith Productions
Lead Mission Designer
Latest Blogs
View All
Post
RSS
May 22, 2013
Using Small Studios As Stepping Stones In Your Career
[
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
]
Gamasutra Blog Guidelines - Updated and open for discussion
[
13
]
Press Releases
View All
RSS
May 22, 2013
Skyward Collapse Official
Website Live
Puzzle-Sudoku available
now for iOS and Android!
Geomerics to Bring
Next-Generation Lighting
to...
SpeedTree® for Games
to Support Xbox One
An adventure begins... A
treacherous tower......
Calendar
View All
Submit Event
About
Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
Contact Gamasutra
Report a Problem
Submit News
Comment Guidelines
Gama Network
If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:
Game Career Guide
Indie Games
Store
View All
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
The challenge of modifying a design for asynchronous play
5
by Gamasutra Community
[05.09.13]
David Sirlin hadn't designed his card game Codex to allow for asynchronous play -- but he wanted to see if it was possible. This deep design post details what he had to do to get it there.
Smartphone/Tablet
,
Indie
,
Design
Reminder: GDC China 2013 talk submissions due Friday
 
by GDC Staff
[05.09.13]
Friday, May 10 is the deadline for
English
and
Mandarin submissions
to present talks at the
2013 Game Developers Conference China
, organizers are reminding.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
Playtesting for indies
4
by Gamasutra Community
[05.09.13]
Getting player feedback is key, but harnessing the power of playtesting isn't always easy when your resources are limited. One indie team shares its methods.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
Video: Diverse game characters - write them now!
4
by GDC Vault Staff
[05.08.13]
"The more stereotypical characters we create, the more we write ourselves into corners," warns
Assassin's Creed III: Liberation
writer Jill Murray in this GDC 2013 talk.
Console/PC
,
Social/Online
,
Design
,
Production
,
Video
Star Wars 1313
dev on talking to the player through design
1
by Kris Ligman
[05.08.13]
Matthias Worch, recently attached to the cancelled
Star Wars 1313
project, talks in this encore presentation of his GDC 2013 session on how games are the perfect medium of modern culture.
Console/PC
,
Design
,
Video
Blog: If you truly want diversity in games, take the risk
3
by Gamasutra Community
[05.08.13]
MIT research Todd Harper argues that now is "the perfect time for people with passion to take the risks" in increasing diversity in their games' characters -- and this impassioned plea explains why.
Console/PC
,
Indie
,
Design
,
Business/Marketing
Making 4X strategy work on smartphones
4
by Gamasutra Community
[05.08.13]
Reducing complexity while enhancing depth -- a tough-sounding task, but this deep design post explains how
Galactic Reign
's team made the game rewarding to play.
Smartphone/Tablet
,
Design
See the guts of an Ouya without tearing yours apart
4
by Mike Rose
[05.08.13]
With the public launch of the Ouya Android-powered home console fast approaching, electronics repair company iFixit has taken the console apart, to see exactly what's inside this $99 box.
Console/PC
,
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
Watch how this cello controls a video game
 
by Mike Rose
[05.08.13]
It's not often that we see a video game in which a classical instrument is the controller -- but then
Cello Fortress
is quite unlike any game we've seen before.
Console/PC
,
Indie
,
Design
,
Business/Marketing
,
Video
Analyzing the freemium design of
Knight Storm
2
by Gamasutra Community
[05.08.13]
Consulting producer/designer Benjamin Sipe takes a close look at Munky Fun's latest iPad game, delving into what works and what does
not
when it comes to its free-to-play design.
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
Should games have stories?
93
by Soren Johnson
[05.08.13]
A reprint from Game Developer magazine's February issue, industry veteran Soren Johnson questions whether video games should have stories, and explores various examples.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
GD Mag
,
Design
,
GD Mag Exclusive
Blog: The single most useful advice for making any game better
31
by Gamasutra Community
[05.07.13]
Epic veteran turned indie Lee Perry argues that players need feedback for their actions -- and shares examples from his and others' games, as well as what works for different platforms and genres.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Art
,
Design
Indie development in the 1990s: The Game-Maker story
15
by Gamasutra Community
[05.07.13]
Well before any of today's tools, 1991's Game-Maker allowed proto-indie developers to get their start -- and this extensive history tells its groundbreaking story.
Indie
,
Design
,
Production
,
Business/Marketing
,
History
Ubisoft and Patrice Desilets in messy second breakup
11
by Kris Ligman
[05.07.13]
UPDATED
Ubisoft re-acquired departed
Assassin's Creed
developer Patrice Desilets when it purchased THQ's Montreal office in January. Now Desilets has left the company again.
Console/PC
,
Design
,
Production
Why
Candy Box
became more social than 'social games'
13
by Leigh Alexander
[05.07.13]
The recent fervor for browser-based
Candy Box
yields fascinating lessons about social games -- maybe it hasn't been the mechanics or the virality players hated, but the presentation.
Social/Online
,
Indie
,
Design
,
Exclusive
11 tips for maximizing player expression
5
by Gamasutra Community
[05.07.13]
While it's well and good for the author of a game to express herself, the player doing so is more crucial, argues Daniel Cook, designer at
Triple Town
studio Spry Fox.
Indie
,
Design
Learning in games, learning from mistakes
2
by Gamasutra Community
[05.07.13]
An interview with
SpaceChem
's Zach Barth, on the complexities of using games to teach players -- and how the hard lessons he learned making his last game improved his new one,
Ironclads
.
Indie
,
Design
How players master your game
7
by Gamasutra Community
[05.07.13]
How can games take "a moment to learn, but a lifetime to master?" As part of his PhD research, Sebastien Hock-koon investigated the process by which players improve and grow.
Console/PC
,
Design
4 tips for building an in-game store
6
by Gamasutra Community
[05.06.13]
How do you drive players to your in-game store and encourage them to pay? This simple but useful blog post outlines some best practices.
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
One developer's bold step forward on iOS
7
by Staff
[05.06.13]
In Gamasutra's latest original postmortem, Appy Entertainment's
Animal Legends
is put under the microscope -- and as the developer was trying new things, there are plenty of hard lessons.
Smartphone/Tablet
,
Art
,
Design
,
Production
,
Business/Marketing
1
2
3
4
5
6
7
8
9
10
[
Next 10 > >
]