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May 22, 2013
Using Small Studios As Stepping Stones In Your Career
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Maturity, Challenge, Art and Games
Combat Analysis: Guacamelee
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March 2013 Issue of Game Developer
February 2013 Issue of Game Developer
January 2013 Issue of Game Developer
Game Developer Salary Report 2005-2010
Features
How to be a Better Game Designer
26
by
Phil O'Connor
[01.29.13]
"Regardless of what kind of game you work on, design leadership is at the center of success or failure," writes design consultant Phil O'Connor, whose credits include
Far Cry 3
and
Operation Flashpoint 2
.
Design
Postmortem: 11 Bit Studios'
Anomaly Warzone Earth
13
by
Paweł Miechowski
[01.28.13]
The popular "inverted tower defense" game was the first created by 11 Bit Studios, a team of Polish veteran developers. Here, Paweł Miechowski, the studio's senior writer, talks about the difficulties and successes of booting up and building a game at the same time.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
An Alternative to Achievements
83
by
Keith Burgun
[01.25.13]
Are achievements really good for your game? Could there be a better alternative? Designer Keith Burgun examines the very concept at its core, looking at how they're used, how they might be used in the future, and how they might even change totally -- for the better.
Design
Focusing Creativity: RPG Genres
79
by
Jordane Thiboust
[01.24.13]
What defines your RPG experience? This article, written out of research undertaken while in preproduction for a next generation title, helpfully delineates the essential ingredients for each type of RPG -- and what should be included, and excluded, from a title in these sub-genres.
Design
Best Practices: Five Tips for Better Playtesting
11
by
Vin St. John
[01.23.13]
How do you best set up a playtest, and then use that playtester feedback in the development process? Facebook and mobile developer Arkadium offers up the best practices it uses when both running and interpreting tests.
Design
,
Production
Postmortem: Vivid Games'
Real Boxing
14
by
Grzegorz Brol
,
Tomasz Strzelczyk
,
Krystian Komisarek
[01.21.13]
How did developing an Unreal Engine 3-powered sports game for iOS impact the team at Vivid Games? Read this postmortem to find out just what triple-A production values do to a mobile studio.
Business/Marketing
,
Design
,
Postmortem
,
Production
,
Indie
,
Smartphone/Tablet
Game Developer Magazine's 15th Annual Front Line Awards 2012
8
by
Game Developer Magazine Staff
[01.18.13]
What tools are most essential in game development? In this reprint from Gamasutra sister publication Game Developer magazine, you can read about the best of the best -- with developers who've used them offering insights into why these tools are worth your investment.
Business/Marketing
POMMS: A Way to Get Your Players to Test Your Game!
 
by
Robert Hoischen
[01.17.13]
Player-facing testing has rapidly changed from bug-finding to simply an early release model. In this article, indie developer Robert Hoischen explains how his studio set up a gamified bug-testing system using your player base.
Design
,
Production
The Metrics of Space: Molecule Design
23
by
Luke McMillan
,
Nassib Azar
[01.15.13]
When designing maps, you have to think about the player's perspective -- and this article, which examines design in
Borderlands
and
Fallout 3
, as well as an experimental map created in UDK, offers techniques for making maps interesting.
Design
Games Everywhere: The Game Industry's Challenge for 2013
9
by
Patrick Miller
[01.14.13]
If there's one clear trend from CES 2013, it's that hardware companies want to deliver console-quality games everywhere -- either by streaming games, buying new consoles, or buying new controllers.
Business/Marketing
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