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May 24, 2013
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Latest Blogs
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May 24, 2013
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
We're Indie, we like Microsoft. Too Controversial?
[
5
]
The Procession of Progression in Game Design
Xbox One: a flawed plan, well executed
[
4
]
Letting the Player Find the Fun
[
2
]
Features
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May 24, 2013
Games from the Trash: The History of the TRS-80
[
19
]
Hey Baby, Do You Dyad? A Letter Series
[
4
]
Waterfall Game Development Done Right
[
20
]
Press Releases
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May 24, 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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Develop in Brighton
Brighton, United Kingdom
07.09.2013
Christian Game Developers Conference
Portland, United States
07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
Cambridge, United States
08.05.2013
About
Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
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March 2013 Issue of Game Developer
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January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Features
Games from the Trash: The History of the TRS-80
19
by
Dale Dobson
[11.26.12]
Radio Shack's first computer was an underpowered but accessible and affordable unit -- and as with nearly any platform, quickly became home to games. In this retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else.
Business/Marketing
,
Design
Hey Baby, Do You Dyad? A Letter Series
4
by
Quintin Smith
,
Leigh Alexander
[11.22.12]
Girl Game Critic, ambivalent about
Dyad
, meets Boy Game Critic, Dyad fan. What follows is their exchange of letters on the game,
probably
containing some insight on how people evaluate, understand and interpret games in the context of real life.
Design
Waterfall Game Development Done Right
20
by
Eric Preisz
[11.21.12]
When can Waterfall development work? And is Microsoft Project really useful? GarageGames CEO Eric Preisz tackles the question of when you should leave Agile to the side and go Waterfall -- and explains exactly how his company does it.
Business/Marketing
,
Production
How Can Gameplay Allow Players to Get Creative?
30
by
Eddy Léja-Six
[11.20.12]
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Design
Rebooting Lara: Rhianna Pratchett on Writing for
Tomb Raider
40
by
Christian Nutt
[11.19.12]
What does it take to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated, integral part of the game development process? Pratchett, who wrote for
Heavenly Sword
and
Mirror's Edge
, discusses.
Design
,
Interview
Third Party Developers Take on the Wii U
2
by
Kris Graft
,
Tom Curtis
[11.16.12]
What do developers think of the Wii U as a platform? Gamasutra speaks to the Demiurge (
Aliens: Colonial Marines
), Ubisoft (
ZombiU
), THQ (
Darksiders II
), Straight Right (
Mass Effect 3
) and more to find out.
Business/Marketing
,
Interview
When Players Make the Rules: On Memes and the Meta-Game
29
by
Nils Pihl
[11.15.12]
Are players pushing your game in directions you never intended it to go? In this article, Gamasutra explores how games like
StarCraft II
and
Call of Duty: Modern Warfare
encourage good and bad player behaviors.
Design
Postmortem: State of Play's
Lume
3
by
Luke Whittaker
[11.14.12]
What's the process for building a game out of cardboard? In this unusual postmortem, State of Play creative director Luke Whittaker lays bare the paper and glue creative process behind acclaimed indie game
Lume
.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Art
,
Indie
7 Ways to Fail at Free-to-Play
28
by
Aaron San Filippo
[11.13.12]
Working in the free-to-play space on mobile is a real challenge, and building a great business model is an integral part of the process of developing games. Developer Aaron San Filippo talks about the bumps in the road he faced in the transition.
Business/Marketing
,
Smartphone/Tablet
Sponsored Feature: Democracy of Domination - Intel GPA Helps Unity Empower the Masses
 
by
Intel Visual Computing
[11.12.12]
"For graphics performance, Intel GPA has a nice visualization timeline that lets me quickly drill down to the problematic part of a particular frame. That's very important," says Unity graphics architect, Aras Pranckevicius.
Sponsored Feature
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