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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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Latest Jobs
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May 18, 2012
 
Roblox
Game Developer – ROBLOX – Fast Growing...
 
Nexon America, Inc.
Game Development Intern
 
Inhance Digital Corp
Technical Services and Tradeshow Support
 
Industrial Light and Magic
Creature ATD
 
FLOAT (hybrid entertainment)
UX/UI Designer
 
Riot Games
Fraud Prevention Manager
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Latest Blogs
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May 18, 2012
 
Pleasure without learning leads to addiction [5]
 
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
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
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Features

 
4
A Personal Journey: Jenova Chen's Goals for Games
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie
 
 
7
Predicting Churn: Data-Mining Your Game
by Dmitry Nozhnin [05.17.12]
Can you use metrics to predict when players will leave your game? Innova, a Russian MMO operator, decided to test it out on NCSoft's Aion, and in this article, the company's head of analytics and monetization, explains the team's road to accurate predictions.
Design
 
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
 
8
Finding Out What They Think: A Rough Primer To User Research, Part 2
by Ben Lewis-Evans [05.15.12]
College professor and researcher Ben Lewis-Evans offers further insight into the methods of improving user research in games.
Business/Marketing
 
45
The Devil's Workshop: An Interview with Diablo III's Jay Wilson
by Kris Graft [05.14.12]
The director of Diablo III, Jay Wilson, shares his feelings on documentation, the true job of the designer -- including who should not pursue that career path -- and the true meaning of "it's done when it's done".
Design, Interview
 
18
What if Cliff Ran the World?
by Brandon Sheffield [05.11.12]
The opinionated designer discusses what might happen if he left Epic and became a consultant -- and talks about how he'd take existing franchises, such as Resident Evil and Uncharted, and change their gameplay if given the chance.
Business/Marketing, Design, Interview
 
12
How to Make Insane, Procedural Platformer Levels
by Jordan Fisher [05.10.12]
In this article, Cloudberry Kingdom developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer -- and how you can design your own AI.
Design, Programming
 
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
 
11
Understanding the Legal Impact of Publishing Your Game
by Jovan Johnson [05.08.12]
Jovan Johnson, a California attorney and partner at Johnson & Moo, examines the important legal issues that may arise when you sign your mobile game up with a publisher for distribution, and explains how you can take steps to insulate yourself from negative outcomes.
Business/Marketing
 
15
The Future According to Epic's Tim Sweeney
by Kris Graft [05.07.12]
Epic Games founder and Unreal Engine developer Sweeney discusses what he'd like to see in future game consoles, what direction the company is taking Unreal Engine 4, and dreams about the next frontiers in artificial intelligence.
Business/Marketing, Programming, Interview
 
   
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