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May 18, 2012
 
Facebook's anemic IPO takes heavy toll on Zynga [2]
 
Gamasutra Classics: Behind the scenes of Tom Clancy's Rainbow Six
 
Could digital sales also be contracting? [16]
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May 18, 2012
 
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May 18, 2012
 
Pleasure without learning leads to addiction [4]
 
Gen4: The Hard Sell All Around [5]
 
A Grim Reminder: An analysis of Legend of Grimrock [10]
 
Game On exhibition - Celebrating its 10th Anniversary!
 
The Real Cost of Diablo 3's Real Money Auction House [27]
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About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
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Gina Gross
 
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Features

Features » Audio
 
1
A Revolution in Sound: Break Down the Walls!
by Rob Bridgett [05.16.12]
Rob Bridgett, audio director on Prototype 2 issues a rallying cry for the mixing of the audio discipline with the rest of the studio, and opening up the closed studio space to collaboration -- perhaps even suggesting a fundamental change in studio structure.
Audio
 
 
6
Postmortem: Housemarque's Outland
by Aki Raula, Ilari Kuittinen [04.27.12]
Housemarque's Aki Raula and Ilari Kuittinen delve into the difficulties the team faced when developing its first 2D adventure platformer, Outland, including how a change of core gameplay introduced difficulties mid-production.
Audio, Design, Postmortem, Production, Art
 
13
How Does In-Game Audio Affect Players?
by Raymond Usher [04.18.12]
What effect does in-game audio have on players? Audio expert Raymond Usher (Grand Theft Auto: Vice City, Crackdown) shares the results of a study in which players were monitored while playing three games -- Osmos, FlatOut, and Amnesia -- with audio and without.
Audio, Design
 
3
Postmortem: Mode 7 Games' Frozen Synapse
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie
 
13
How Colony Wars Came To Be
by Isaiah Taylor [09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.
Audio, Design, Production
 
3
The Shifting Saga Of Sound Shapes
by Brandon Sheffield [09.21.11]
It took four years for Everyday Shooter developer Jon Mak to get his next game, Sound Shapes up and running -- but it's shaping up to be one of the PlayStation Vita's most anticipated titles, and he discusses it inside.
Audio, Design, Interview
 
1
Sound Friction: Collaborative Challenges In Games
by Rob Bridgett [07.13.11]
In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision.
Audio
 
17
Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage
by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business/Marketing, Design, Postmortem, Production, Art
 
3
Surprises In Store: Akira Yamaoka's New Direction
by Brandon Sheffield [06.13.11]
In this interview, famed composer and producer Akira Yamaoka discusses what his Silent Hill legacy means to him, what he's been up to since he joined Grasshopper Manufacture, and his vision for what the developer must become.
Audio, Interview
 
4
AAA-Lite Audio: Design Challenges And Methodologies To Bring Console-Quality Audio To Browser And Mobile Games
by Brad Meyer [05.31.11]
In this feature, former console audio director turned mobile and browser director Brad Meyer explains what challenges are presented by these constrained platforms -- and how to get the best results with the tools, budget, and staff size that's required by them.
Audio, Social/Online, Smartphone/Tablet
 
   
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