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Latest Features
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May 18, 2012
 
arrow A Personal Journey: Jenova Chen's Goals for Games [4]
 
arrow Predicting Churn: Data-Mining Your Game [7]
 
arrow A Revolution in Sound: Break Down the Walls! [1]
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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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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 Press Releases
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May 18, 2012
 
The Mojave Makeover
–Massive update
for...
 
Age of Games releases the
9th episode of the Dev...
 
Aoineko Studios Releases
First Look of Kitaru...
 
DEVOLVER DIGITAL LAUNCHES
BEST-SELLING TO-FU:
THE...
 
Worms Revolution to
expand gameplay with
dynamic...
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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
 
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News

News » Exclusive
 
 
Gamasutra Classics: Behind the scenes of Tom Clancy's Rainbow Six Exclusive
by Staff [05.18.12]
The Red Storm-developed Tom Clancy's Rainbow Six may have sparked a new line of big-budget tactical shooters following its launch in 1998, but that initial title came from some very modest roots.
Console/PC, Production, Exclusive
 
 
3
How a mod put three-year-old Arma 2 on top of Steam's charts Exclusive
by Mike Rose [05.18.12]
Arma 2 developer Bohemia Interactive has seen "a tenfold increase in Arma 2 sales" this month, thanks to the launch of the Day Z zombie mod. Bohemia's Marek Spanel discusses why mod support is so important.
Console/PC, Business/Marketing, Exclusive
 
8
What Jenova Chen doesn't like about video games Exclusive
by Staff [05.18.12]
In a new Gamasutra interview, Thatgamecompany co-founder and Journey creative director Jenova Chen shares the major weakness he sees in the industry's approach to its audience.
Console/PC, Indie, Design, Exclusive
 
16
Could digital sales also be contracting? Exclusive
by Matt Matthews [05.18.12]
Having previously looked at the retail game market decline, Gamasutra analyst Matt Matthews delves into digital game sales, and discusses the possibility that there is some contraction occurring.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive
 
6
How you can use metrics to predict when players will quit Exclusive
by Christian Nutt [05.17.12]
In a new Gamasutra feature, Innova's Dmitry Nozhnin writes how he applied analytics to MMO Aion to predict with 90-plus percent accuracy when players would churn out -- but there's one surprising caveat to that.
Social/Online, Programming, Business/Marketing, Exclusive
 
7
Wrack devs pump old-fashioned fun back into the 'drab' FPS genre Exclusive
by Mike Rose [05.17.12]
Brad Carney, developer of Doom-inspired Wrack, says his game is an alternative to modern, realistic first-person shooters that "take themselves way too seriously."
Console/PC, Indie, Business/Marketing, Exclusive
 
 
Flash, Facebook lead social developer tech survey Exclusive
by Patrick Miller [05.17.12]
Social developers weigh in on what they use -- and what they want to use -- in the May 2012 issue of Game Developer magazine, with a continued focus on Flash complemented by a new trend toward Unity.
Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive
 
 
The ins and outs of God of War's 'interlinked' art and technology Exclusive
by Christian Nutt [05.17.12]
In a new interview, Sony Santa Monica art director Chris Sutton talks to Gamasutra about how there's no separating the technology and aesthetic of the series -- and how art and tech teams work together.
Console/PC, Programming, Art, Exclusive, E3
 
6
How Indiana Jones Adventure World's core game mechanics target Facebook players Exclusive
by Patrick Miller [05.16.12]
"We like to think that Indiana Jones Adventure World was one of the first Zynga games with consequences," writes lead designer Seth Sivak in a new Game Developer magazine postmortem.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive
 
40
As the middle market falls out, game retail collapses Exclusive
by Matt Matthews [05.16.12]
Gamasutra analyst Matt Matthews illustrates a "sustained contraction across a period of several months" at U.S. and UK retail. What have been the driving factors?
Console/PC, Business/Marketing, Exclusive, E3
 
1
With S.T.A.L.K.E.R. 2 dead, its developers turned to multiplayer games to survive Exclusive
by Tom Curtis [05.16.12]
After the sudden closure of STALKER 2 developer GSC Game World, its developers formed Vostok Games, a studio that's turned its gaze to the multiplayer realm for a new beginning.
Console/PC, Design, Business/Marketing, Exclusive
 
6
As IPO looms, Facebook confronts its game addiction Exclusive
by Chris Morris [05.15.12]
As more companies commit money to Facebook games, it could becoming increasingly reliant on revenue from outside parties. So what does Facebook's upcoming IPO mean for the games industry?
Social/Online, Business/Marketing, Exclusive
 
48
Diablo III's real money Auction House was driven by design team, says director Exclusive
by Staff [05.15.12]
"We never make business decisions outside of the game development team," Blizzard's Jay Wilson, director on the newly-launched Diablo III, told Gamasutra in a feature interview.
Console/PC, Design, Business/Marketing, Exclusive
 
 
Want to user test properly? Write a script Exclusive
by Staff [05.15.12]
As part of today's feature on user testing, researcher Ben Lewis-Evans offers some helpful feedback for smoothly running sessions: greet your subjects with a script.
Console/PC, Design, Business/Marketing, Exclusive
 
35
When digital dies, where does that leave game preservation? Exclusive
by Brandon Sheffield [05.15.12]
When online games shut down, they could be lost forever. Game Developer magazine editor-in-chief Brandon Sheffield argues that the industry seems determined to lose its history.
Console/PC, Business/Marketing, Exclusive
 
2
Serious Sam's latest indie outing grew into more than marketing Exclusive
by Brandon Sheffield [05.14.12]
Serious Sam Double D: XXL was meant to be part of the marketing campaign for a retail release of a new Serious Sam game. But it grew into something larger, developer Nathan Fouts tells Gamasutra.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive
 
26
When not to become a game designer, according to Diablo III lead Jay Wilson Exclusive
by Staff [05.14.12]
In a new Gamasutra interview, Diablo III director Jay Wilson identifies exactly who shouldn't go into design -- and pinpoints exactly what he thinks a designer's job should be.
Console/PC, Design, Exclusive, Recruitment
 
25
Annual U.S. game retail could hit six-year low in 2012 Exclusive
by Matt Matthews [05.14.12]
"Should the contraction from 2011 continue at this pace, annual U.S. retail video game revenue in 2012 could fall below the $12.6 billion figure from 2006," says Gamasutra analyst Matt Matthews.
Console/PC, Business/Marketing, Exclusive, E3
 
5
Gamasutra Classics: The Making of Diablo II Exclusive
by Staff [05.11.12]
Twelve months of exhausting crunch: That's what it took for Blizzard North to finally get Diablo II into players' hands, says Erich Schaefer, in a Gamasutra feature postmortem from 2000.
Design, Exclusive, History
 
2
Opinion: Draw something uncertain Exclusive
by Jamie Madigan [05.11.12]
Psychology plays a key role in smart game design, and Gamasutra contributor Jamie Madigan explores this principle by discussing how a player's confidence in making predictions affects their overall behavior.
Smartphone/Tablet, Design, Exclusive
 
   
 
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