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April 24, 2014
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April 24, 2014
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Sponsored Feature: YEBIS 2 Middleware to Power Next-Gen Games Worldwide 1
by Silicon Studio [03.20.13]
Silicon Studio's YEBIS 2 remains the only middleware with physically based optics simulation that can provide post processing effects that take graphics to a whole new level of realism for current- and next-generation games on PC, console, handheld, mobile, or online platforms.
Sponsored Feature

Level Design in a Day: Your Questions, Answered 7
by Coray Seifert [03.19.13]
In the run-up to the popular GDC session -- which runs on Tuesday, March 26 -- Gamasutra collected questions from its community, which many of the participants answer here in roundtable format, including level designers from Epic, Bethesda, and Visceral Games.
Design

Game Developer Quality-of-Life Survey 6
by Patrick Miller, Brad Bulkley [03.18.13]
What about the long hours, frequent layoffs, and crunch phases the game industry is notorious for? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.
Business/Marketing

Winds of Change: Ben Cousins on Today and the Future 18
by Brandon Sheffield [03.15.13]
The big publishers are in danger, the console market is in decline, and the tablet is an ascending game platform -- the evidence is all around you, but infrequently is it presented with such clarity as by Ngmoco's Ben Cousins, studio head of Scattered Entertainment, in this interview.
Business/Marketing, Interview, Social/Online, Smartphone/Tablet

Roundtable: The Interactive Fiction Renaissance 5
by Leigh Alexander [03.14.13]
Interactive Fiction is becoming en vogue thanks to the proliferation of both games and digital reading devices, such as tablets and e-readers. Game Developer magazine speaks to some of the form's leading lights to get a bead on the best tools and the best work being done -- and why the form is as vital as any other in games.
Design, Interview, Indie

The Language of Monetization Design 20
by Ramin Shokrizade [03.13.13]
Without fully understanding the meaning of terms like "microtransaction" and "pay-to-win," argues monetization design consultant Ramin Shokrizade, you don't have a basis for implementing these models -- and in this paper, he proposes a basic lexicon.
Design, Social/Online

Are Game(r)s Art(ists)? 34
by Darby McDevitt [03.12.13]
Assassin's Creed 4 lead writer Darby McDevitt proposes a way of looking at games -- as a blend of two types of mechanics, Agency and Destiny -- that have different goals and deliver to the player different types of emotions, but which can work together.
Design

The Metrics Aren't the Message 26
by Laralyn McWilliams [03.11.13]
Metrics can rule you -- but should they? The Workshop Entertainment's new design director and Free Realms veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that overreliance on analytics and friction in social games isn't the answer.
Design, Social/Online

Ridiculous Fishing: The Game that Nearly Ended Vlambeer 10
by Mike Rose [03.08.13]
The story of how the Dutch indie developer (Super Crate Box) almost lost its way entirely after its game was cloned, and that clone became a big hit on the App Store -- and how it found its way to work again with the help of some notable collaborators.
Business/Marketing, Design, Interview, Indie, Smartphone/Tablet

Sponsored Feature: From Coast to Coast, Telefilm Canada Gives a Glimpse of Canada's Gaming Best 4
by Telefilm Canada [03.07.13]
Governmental agency Telefilm Canada supports dynamic companies and creative talent across Canada and, in this feature, showcases talent all across the country, which is famous for big studios, in the form of indies and smaller studios.
Business/Marketing, Indie, Sponsored Feature