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May 20, 2013
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May 20, 2013
3 reasons why Nintendo won’t abandon the hardware market
I want to experience games not just play them.
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Making 2D Games With Unity
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All You Need is Love
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Students: Tips for Learning Game Development Over the Summer
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May 20, 2013
New HARDWARE:
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About
Editor-In-Chief:
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Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
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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
Why
are
you making games?
7
by Gamasutra Community
[04.26.13]
Sometimes you hit a creative standstill. That is when it is time to do some soul searching and figure out why you're making the game you are making -- and this inspirational post suggests how.
Console/PC
,
Indie
,
Design
Rethinking difficulty levels: What does your audience want?
77
by Gamasutra Community
[04.25.13]
What does
Bayonetta
get right and
Tomb Raider
get wrong? How could
BioShock Infinite
be improved? This blog post explores game difficulty and how it affects your audience.
Console/PC
,
Design
Blog: Horror games - What kind of enemy should you create?
11
by Gamasutra Community
[04.25.13]
Horror games often face you off against hordes of enemies -- but there is another choice. Some games have pitted the player against a single antagonist. The two approaches are contrasted in this blog.
Console/PC
,
Indie
,
Design
The blissfully awkward controls of
Surgeon Simulator 2013
3
by Mike Rose
[04.25.13]
"We're fairly sure the real procedures are nothing like what happens in the game," Luke Williams of Bossa Studios tells Gamasutra of the company's big hit
Surgeon Simulator 2013.
Console/PC
,
Indie
,
Programming
,
Design
,
Business/Marketing
,
Exclusive
,
Video
Video: Making a game while struggling with obsessive compulsiveness
3
by GDC Vault Staff
[04.24.13]
At GDC, Matt Gilgenbach shared his struggles with obsessive-compulsive disorder while developing the PlayStation Network and PC rhythm shooter
Retro/Grade
.
Console/PC
,
Indie
,
Programming
,
Art
,
Audio
,
Design
,
Production
,
Business/Marketing
,
Video
The challenge of designing games in the next generation
58
by Gamasutra Community
[04.24.13]
Adrian Chmielarz (
Bulletstorm
) argues that as visual fidelity goes up, the tropes designers rely on will become too awkward to use -- and games must change or suffer the consequences.
Console/PC
,
Art
,
Design
How to gather and best use player feedback
1
by Christian Nutt
[04.24.13]
Getting player feedback is easy, but how do you gather useful data and then interpret it? Here's a guide to creating a player survey and interpreting the results.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
,
Production
,
Business/Marketing
IGF China seeking pan-Pacific indie game submissions for 2013 event
 
by GDC Staff
[04.24.13]
The
Independent Games Festival China
– which will take place alongside this September's
GDC China
in Shanghai – is
accepting indie game entries
from the pan-Pacific area from now through July 19.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Programming
,
Design
Hard work paid off in
Dreamfall Chapters
' $1.5 million Kickstarter
3
by Brandon Sheffield
[04.24.13]
Make no mistake, running a Kickstarter is a full-time job that shouldn't be taken lightly. Designer Ragnar Tornquist explains how
Dreamfall Chapters
made it past $1.5 million in pledges.
Social/Online
,
Design
A postmortem on the indie 3DS game
Mutant Mudds
2
by Gamasutra Community
[04.24.13]
A look back at the development and release of the 3DS' popular indie platformer. Want to know how to settle on a gameplay hook, approach the press and other tips? Look inside.
Console/PC
,
Indie
,
Design
,
Production
,
Business/Marketing
Effectively managing player rewards
 
by Gamasutra Community
[04.23.13]
There's a way to reward players to make them fulfilled and keep them coming back -- and this post details what you need to keep in mind, including
not
rewarding them too much.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
How one charity is using games to bring bicycles to those in need
 
by Leigh Alexander
[04.23.13]
After some tough lessons in being a new publisher, Global Gaming Initiative has regrouped with a unique proposition to fund games whose proceeds will tangibly benefit real-world charities.
Social/Online
,
Smartphone/Tablet
,
Indie
,
Serious
,
Programming
,
Art
,
Design
,
Production
8 tips for building your game's roleplaying community
9
by Gamasutra Community
[04.23.13]
If your game has a strong community of RPers, cosplayers, or other creative players, you'll want to read this post on fostering its formation and enthusiasm.
Social/Online
,
Design
,
Business/Marketing
Blog: Can video games teach us about race?
40
by Gamasutra Community
[04.23.13]
With an increased focus on diversity in games a hallmark of 2013 so far, the time is ripe to bring race into the conversation. But more skin tone options and token minority characters aren't the answer.
Console/PC
,
Art
,
Design
See this new fluid simulation algorithm in action
7
by Mike Rose
[04.23.13]
A new fluid simulation algorithm that utilizes the same PhysX SDK framework that is used to simulate cloth and deformables is expected to be included in future versions of the toolset.
Console/PC
,
Programming
,
Design
,
Video
Video: #1ReasonToBe panel inspires industry at GDC 2013
6
by GDC Vault Staff
[04.23.13]
Some of the most influential women in video games took the stage at GDC 2013 to review why being a woman in games is great, and why it's awful. This was one of the high points of the conference...
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
,
Video
What 'play' is, and how to use it effectively
4
by Gamasutra Community
[04.23.13]
Developer and educator Michael Kelley explores why 'play' has evolved in species, and explains why using it in scientific research produced better results than computing power alone.
Console/PC
,
Social/Online
,
Smartphone/Tablet
,
Design
,
Business/Marketing
Lineup for the fourth No Quarter exhibition revealed
 
by Mike Rose
[04.23.13]
The fourth annual No Quarter Exhibition will take place in New York next week, and feature four new games from a selection of notable indie developers.
Indie
,
Design
The downward salary slope for game artists
18
by Steve Theodore
[04.23.13]
From Gamasutra's sister publication Game Developer magazine, this article from Steve Therodore, technical art director at Undead Labs, explores the history of game artist salaries, and where they're headed next.
GD Mag
,
Design
,
GD Mag Exclusive
Vlambeer's games popular among players, cloners alike
34
by Kris Graft, Mike Rose
[04.22.13]
Ridiculous Fishing
developer Vlambeer's games are popular with players, and apparently also with cloners. Vlambeer's upcoming
Luftrausers
seems to have spawned a twin on the App Store.
Smartphone/Tablet
,
Indie
,
Design
,
Business/Marketing
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