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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
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Kris Graft
Features Director:
Christian Nutt
News Director:
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Features

Features » Production
 
4
Postmortem: Vlambeer's Gun Godz
by Jan Willem Nijman, Rami Ismail [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art
 
 
39
The Top 10 Things The Game Industry Can Learn from Film Production
by Tess Jones [05.01.12]
What can game developers learn from the film industry, if anything? No, it's not about storytelling -- it's about the very style of production, argues Tess Jones, who has worked as both a film producer and a game producer.
Production
 
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
 
3
Following Your Instincts: Developing Darksiders II
by Christian Nutt [04.16.12]
How do you keep morale up? How do you ensure that you cut the right things? And when is feature creep a good thing? In this interview, Vigil Games general manager David Adams and creative director Joe Madureira discuss building Darksiders II.
Design, Production, Interview
 
10
A Producer's 10 Lessons Learned the Hard Way
by David Manuel [04.03.12]
An experienced producer at Sony Computer Entertainment Europe shares the secrets he's learned from years of seeing developers fail to learn from the mistakes they've made on projects in the past, and offers suggestions on the key learnings to integrate into your production process.
Business/Marketing, Production
 
2
Postmortem: Days of Wonder's Ticket to Ride Pocket
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet
 
1
Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
by Takayuki Isobe [02.08.12]
The director of the cult hit Nintendo DS game Solatorobo: Red the Hunter writes about how the "old game development style" the team pursued for the game resulted in an unusually collaborative team -- and a game with a lot of heart.
Business/Marketing, Design, Postmortem, Production, Art
 
6
Postmortem: Appy Entertainment's SpellCraft School of Magic
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet
 
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
 
11
A Story Of GameLayers, Inc.
by Justin Hall [11.10.11]
In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
Business/Marketing, Design, Postmortem, Production, Social/Online
 
   
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