The Rise of the Mobile Collectible Card Game
by Christian Nutt
Rage of Bahamut was a surprise smash hit -- and brought the collectible card game to prominence on mobile. But is it just a fad, or does it have sticking power? DeNA, Ngmoco, Gree, Konami, and Cygames weigh in.
Design, Interview, Social/Online, Smartphone/Tablet
Storyboarding for Games User Research
by Lennart Nacke, Pejman Mirza-Babaei
You can do user testing, and that can generate massive volumes of data -- but how can you feed that data back down to the team in a helpful way? Game user researchers Mirza-Babaei and Nacke discuss a useful storyboarding technique.
The Writer's Job: If Breaking Bad Became a Game...
by Susan O'Connor
In this article, experienced game writer Susan O'Connor explores what a writer brings to the creative process, by analyzing hit TV series Breaking Bad -- as though she were in the kick-off meeting for its game adaptation.
Postmortem: zGames' Pong World
by Tanya Aulachynskaya, Chris Howard, Artyom Vorobyov
What does it take to build a winning mobile game -- literally? This postmortem details the development of Pong World, the game that won Atari's Pong Indie Developer Challenge contest, with a focus on practical solutions in mobile game development.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet
Beyond MUDs: Kate Flack on Designing Ultima Forever
by Brandon Sheffield
Can moral choices actually teach us about who we are, and can online RPGs ever break the bounds of text-based MUDs? Lead designer Kate Flack hopes that the answers to both of these questions are "yes," as she discusses the latest Ultima game with Gamasutra.
Design, Interview, Social/Online
Making the Move to HTML5, Part 1
by Duncan Tebbs, David Galeano
Postmortem: Intelligence Engine Design Systems' City Conquest
by Paul Tozour
A candid and detailed look at the difficulties one team encountered when developing a mobile and tablet-based strategy game -- including everything from problems with Kickstarter to networking code, and how some difficulties were solved with automation.
Business/Marketing, Design, Postmortem, Production, Social/Online, Smartphone/Tablet
Reflections on XNA
by Nathan Fouts
Nathan Fouts quit his job at Insomniac Games in 2006 to strike out on his own as an indie developer, ultimately settling on Microsoft's XNA as his development platform of choice -- and here, he reflects on the tool, which Microsoft last week announced will be discontinued.
Developer Roundtable: Triple-A, Free-to-Play
by David Daw, Patrick Miller
In this Game Developer magazine reprint, find out how free-to-play games Tribes: Ascend, PlanetSide 2, and MechWarrior Online are making inroads into core PC audiences -- and how their developers view working in the space.
Business/Marketing, Design, Interview, Social/Online
Accessible Strategy is not an Oxymoron: Design Pillars for Skulls of the Shogun
by Jake Kazdal, Borut Pfeifer
How did the developers of the new indie strategy game strive to break the bounds of the strategy genre? In this article, 17-Bit's Jake Kazdal and Borut Pfeifer break down the decisions that lead to the design choices they made.