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December 17, 2014
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December 17, 2014
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Intro to User Analytics 4
by Anders Drachen, Alessandro Canossa, Magy Seif El-Nasr [05.30.13]
An intro to analytics written by the editors of Game Analytics: Maximizing the Value of Player Data, a compendium of insights from more than 50 experts in industry and research, which covers the most relevant questions: what to track, and how to analyze the data.
Business/Marketing, Design, Game Developer Magazine, Console/PC, Social/Online, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Internal Indies 1
by Steve Stopps [05.29.13]
Are there lessons from indie development that can be utilized in a larger, established studio setting? In order to answer this question, Blitz Game Studios started a simple experiment: inviting five senior developers to form a team with complete creative freedom.
Business/Marketing, Production, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Revisiting Android 1
by Patrick Miller [05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet, GD Mag, GD Mag Exclusive

Dean Hall Discusses DayZ's Development Process 2
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Creating Virtual Reality Games: The Fundamentals 16
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Learning to Love Handicaps in Competitive Games 24
by Keith Burgun [05.22.13]
Rubberbanding and injected randomness can level the playing field in competitive games -- letting players of various skill levels play together. But they also can create other problems, potentially harming your game's design. So why not take a look at handicaps?
Production, Interview, Console/PC

Tutorial: Simple, High-Performance Particles for Mobile 4
by Itay Duvdevani [05.20.13]
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC

Killer & Dragons: The GungHo and Grasshopper Interview 11
by Christian Nutt [05.17.13]
His company went from an unknown to beating Nintendo for market cap thanks to the success of Puzzle & Dragons, and in this interivew, Kazuki Morishita explains his personal management style to Gamasutra -- joined by Goichi "SUDA51" Suda, whose studio, Grasshopper Manufacture, he recently acquired.
Business/Marketing, Interview, Console/PC, Smartphone/Tablet

Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes 7
by Linus Blomberg [05.16.13]
A deep technical dive into how the developers of the Just Cause series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming, Art, Game Developer Magazine, Console/PC, Sponsored Feature, GD Mag, GD Mag Exclusive

From XNA to MonoGame 12
by Dean Ellis [05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming, Game Developer Magazine, Console/PC, Indie, Smartphone/Tablet