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May 25, 2013
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Airtight Games
Environment Artist
App Minis LLC
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May 25, 2013
Beer and Diversity
Selling Games
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
Tenets of Videodreams, Part 1: Exploration
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2
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We're Indie, we like Microsoft. Too Controversial?
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36
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Features
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May 25, 2013
The Rise of the Mobile Collectible Card Game
[
14
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Storyboarding for Games User Research
[
6
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The Writer's Job: If Breaking Bad Became a Game...
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24
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May 25, 2013
12 Million Downloads
after 1 Year in the
AppStore
Global Games Market Grows
6% to $70.4bn in 2013
Sharpen Your Battle Axes
and Prepare to
Pillage!...
Active Soccer - Indiegogo
campaign
Fashion Party Dress Up
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Develop in Brighton
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07.09.2013
Christian Game Developers Conference
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07.11.2013
Casual Connect USA 2013
San Francisco, United States
07.30.2013
GAME DEVELOPMENT FOR SOFTWARE ENGINEERS
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08.05.2013
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Features
The Rise of the Mobile Collectible Card Game
14
by
Christian Nutt
[02.14.13]
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
6
by
Lennart Nacke
,
Pejman Mirza-Babaei
[02.13.13]
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.
Design
The Writer's Job: If Breaking Bad Became a Game...
24
by
Susan O'Connor
[02.12.13]
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.
Design
Postmortem: zGames'
Pong World
5
by
Tanya Aulachynskaya
,
Chris Howard
,
Artyom Vorobyov
[02.11.13]
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
7
by
Brandon Sheffield
[02.08.13]
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
16
by
Duncan Tebbs
,
David Galeano
[02.07.13]
In this first of a three-part series, seasoned console developers, formerly of Criterion, describe the process of moving to HTML5 development, discussing the differences between working in C and JavaScript, and explaining dealing with the difficult environment of the browser.
Programming
,
Social/Online
Postmortem: Intelligence Engine Design Systems'
City Conquest
25
by
Paul Tozour
[02.06.13]
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
25
by
Nathan Fouts
[02.05.13]
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.
Business/Marketing
,
Indie
Developer Roundtable: Triple-A, Free-to-Play
7
by
David Daw
,
Patrick Miller
[02.04.13]
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
15
by
Jake Kazdal
,
Borut Pfeifer
[02.01.13]
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.
Design
,
Indie
1
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