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Top 30 Developers of All Time 43
by Gamasutra staff, Game Developer Magazine Staff [06.25.13]
When it comes to the last issue of Game Developer, we chose to assemble a list of the greatest game developers of all time. What follows is a list of 30 studios that have left (and in some cases, continue to leave) an indelible mark on the medium of video games.
Game Developer Magazine, Console/PC, GD Mag Exclusive

Dirty Game Development Tricks 20
by Game Developer Magazine Staff [06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and in 2013 we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming, Game Developer Magazine, Console/PC, GD Mag Exclusive

Postmortem: Treyarch's 2002 hit, Spider-Man 2
by Jamie Fristrom [06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Design, Postmortem, Programming, Production, Exclusive, GD Mag Exclusive

Postmortem: Pangalore's Knightly Adventure 3
by Doyon Kim [06.21.13]
A 3D Unity MMO for smartphones and social networks -- one which has cloud-based saving and social elements? Oh, and it's the company's first game ever -- developed across two continents? No big deal.
Business/Marketing, Postmortem, Production, Art, Smartphone/Tablet

An Inviting Mini-World: How Nintendo Made Animal Crossing 3
by Christian Nutt [06.20.13]
Animal Crossing: New Leaf is selling fast and sucking players in. How does Nintendo make a simple premise so utterly captivating? Nintendo producer Katsuya Eguchi explains in this new interview.
Design, Interview, Console/PC, Social/Online

Postmortem - Sony Santa Monica's God of War: Ascension 11
by Whitney Wade, Chacko Sonny [06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, GD Mag Exclusive

Building the Ship as it Sails: The Creation of Ubisoft Singapore 15
by Brandon Sheffield [06.18.13]
What does it take to build a new triple-A studio from nothing? Olivier de Rotalier, general manager of Ubisoft Singapore, explains both how the studio grew to 300 and how he keeps things working day-to-day.
Interview, Console/PC, Recruitment

Variants: The Challenge of Changeable Design 18
by Keith Burgun [06.12.13]
If achievements should be abandoned because they're counter to good design practices, what should take their place? Variants, Keith Burgun argues, and in this article he explains what they are and are not.
Design, Console/PC, Indie

What Lies Beyond: Doorways in Gaming 5
by Dale Dobson [06.10.13]
How the door affects the human mind, and how games have used that transition in the past.
Design, Art, Console/PC

Video Games Under Fire 28
by Brandon Sheffield [06.07.13]
Recent tragedies have once again called into question the role of video games in real-life violence -- and Brandon Sheffield talks to Gearbox CEO Randy Pitchford, developer of many first person shooters, about where responsibility lies.
Interview, Console/PC