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May 25, 2013
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Game Design Tools for Collaboration 14
by Damien Djaouti [03.05.13]
Can a tool for modeling game design make it easier for designers to work with engineers? Many different tools and frameworks have been proposed, and researcher Damien Djaouti explores them for practicality and adaptability.
Business/Marketing

Untold Riches: The Intricate Platforming of Tomb Raider 13
by Hamish Todd [03.01.13]
What game design gems lurk in the unexplored nooks and crannies of the original 1996 Tomb Raider? With the franchise now rebooted, designer Hamish Todd takes a close look at the series' first game, and the possibilities its constrained platforming allowed.
Design

Clone Wars: The Five Most Important Cases Every Game Developer Should Know 27
by Stephen C. McArthur [02.27.13]
"How courts treat developers copying ideas for video games, however, has quietly but dramatically evolved over the past year," writes attorney Stephen McArthur, who takes a look at how the legal precedent on cloning has changed from Asteroids through Triple Town.
Business/Marketing

Postmortem: Unknown Worlds Entertainment's Natural Selection 2 20
by Charlie Cleveland [02.26.13]
The six year story of an indie Steam hit -- this is the story of how the team behind the popular shooter was formed, worked, and what they very much wish they could have changed about the company and project if they could.
Business/Marketing, Design, Postmortem, Production, Indie

Finding and Keeping Your Perfect Investment Partner 3
by W. Todd Tribell [02.25.13]
Heading to GDC and hoping to score some funding? Digital Capital's W. Todd Tribell here takes a hard look at the developer/investor relationship, and shares his perspective on what the investor really expects -- from his side of the table.
Business/Marketing

Let's Talk About Touching: Making Great Touchscreen Controls 34
by Tim Rogers [02.22.13]
Is it possible to make a touchscreen control interface that is device-native and as responsive and finely-tuned as one for a controller? In this Game Developer magazine reprint, Tim Rogers, developer of ZiGGURAT and TNNS, explores the possibility space.
Design, Indie, Smartphone/Tablet

Making the Move to HTML5, Part 2 9
by David Galeano, Duncan Tebbs [02.21.13]
A second technical article on developing games in HTML5 from the engineers at startup Turbulenz, these former Criterion developers walk you through essentials for making games using the standard, including graphics, timers, and core functionalities.
Programming, Social/Online

Defender's Quest: By the Numbers, Part 2 22
by Lars Doucet [02.20.13]
Indie developer Lars Doucet takes us back for another look at how his game has performed now that it's received a massive update and, in the process, landed on stores like Steam and GOG, detailing both his gross revenue and what, on the developer's end, goes into generating those numbers.
Business/Marketing, Design, Indie

Drafting a Social Media Handbook Policy for Developers 13
by Preeti Khanolkar [02.19.13]
Big companies have recently gotten into hot water by trying to govern employee social media use -- but the right way to do this is even more complicated than you might expect, so Gamasutra presents this article, written by an attorney, to help put you on the right track.
Business/Marketing

Proteus: A Trio of Artisanal Game Reviews 30
by Ian Bogost [02.15.13]
What is Proteus? How can it be appreciated? Setting aside the ongoing debate on whether or not it's a game, Noted academic and developer Ian Bogost here presents three reviews as three lenses through which to approach and appreciate it.
Design