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Contractors
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November 8, 2012
 
Arkenea Games
 
Yale Music
 
GarageGames, LLC.
 
Media Elements
 
Manchester Music
 
SomaTone Interactive Inc.
 
Signus Labs
 
Ozone Music and Sound
 
Supergenius
 
AXION STUDIOS Ltd.
 
Event Calendar
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arrow GDC China
Shanghai, China
11.17.2012
 
arrow Frank Armiate Lecture Series with guest speaker Seth Cooper, PhD, Creator and Developer of FoldIt
Chicago, United States
11.29.2012
 
arrow Flash GAMM Kyiv 2012
Kiev, Ukraine
12.08.2012
 
arrow Flash GAMM Kyiv 2012
Kiev, Ukraine
12.08.2012
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Design Features

 
1
Postmortem: Sony Bend Studio's Uncharted: Golden Abyss by John Garvin, Francois Gilbert, Chris Reese, Jeff Ross [11.08.12]
In this incredibly detailed postmortem, Sony Bend dives deeply into the the development of Uncharted: Golden Abyss for the PlayStation Vita, explaining precisely what roadblocks held back the system's premier launch title.
Design, Postmortem, Production
 
 
4
The Tip of the Iceberg: Storytelling and Reactive Design in Canabalt and Capsule by James Dilks [11.05.12]
Adam Saltsman found instant success and helped reinvent the endless runner genre with Canabalt in 2009. Here, he discusses his inspirations, his approach to development and narrative, and his desire to create an "uncomfortable" game.
Design, Interview
 
8
The Tightrope Walk: Hitman Absolution, Freedom, and Realism by Christian Nutt [11.02.12]
Hitman Absolution director Tore Blystad talks to Gamasutra about the challenges the latest game in the franchise have brought to the team at IO Interactive -- how they've dealt with the challenge of making the game realistic, but not too realistic to be fun.
Design, Interview
 
5
How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style by Wagner James Au [11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet
 
16
Postmortem: Humble Hearts' Dust: An Elysian Tail by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

Design News

 
2
Jordan Mechner finds his cinematic rhythm with Karateka remake Exclusive
by Christian Nutt [11.08.12]
Storytelling isn't about words -- it's about rhythm, says the Prince of Persia creator, who talks to Gamasutra about how his very first game has been made new game, but retains its original cinematic spirit.
Design, Console/PC, Smartphone/Tablet, Exclusive
 
 
 
Game Developer magazine's Power 50: Business Exclusive
by GD mag, Gamasutra staff [11.08.12]
Gamasutra and Game Developer spotlight ten savvy executives, marketers, and other professionals working in the business end of the game industry, helping bring great titles to the market.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Exclusive
 
1
GDC 2013's debut sessions feature Assassin's Creed III, Magic: The Gathering creator
by Staff [11.07.12]
The build-up to next March's GDC 2013 has officially begun -- first sessions include talks on Assassin's Creed III rendering, a 'digital/physical games' panel featuring Magic: The Gathering creator Richard Garfield, and much more.
Business/Marketing, Design, Programming, Console/PC, Social/Online, Smartphone/Tablet

Design Blogs

 
2
Making Failure Fun
by Josh Bycer [11.07.12]
Rogue-like design has been becoming popular among mainstream design recently. Today's post discusses the challenge of making the player fail, and have them come back for more.
Design
 
 
4
On the advent of "slow games"
by Jake Shapiro [11.07.12]
Why slowness in modern game design is a good thing.
Design, Indie
 
 
2D Voxel Madness at Long Last
by Kris Steele [11.07.12]
Taking a look back at the development of my latest game 2D Voxel Madness, a development process was far longer and far more draining than initially anticipated.
Design, Console/PC
 
 
Voting Systems
by Christopher Gile [11.06.12]
The goals and problems with voting systems.
Design
 
13
Framerate and Refresh, games and movies are not the same.
by Roger Hågensen [11.05.12]
Why does a 24FPS movie look better than a 60Hz game? Real motion blur vs fake motion blur. 30FPS vs 60FPS gaming. What is the difference?
Design

Design Jobs

  King.com — London, EN, GBR
[11.08.12]
Business Manager - Games Studio
Support a world-class social games team in achieving business objectives through commercial opportunities, feature innovation, and data-driven insights, You will work closely with a Product Manager and Analyst to maximize virality and monetization for your title, and with Marketing to identify opportunities for additional sources of revenue.
Business Development / Analyst / Legal, Game / Level Designer / Creative Director, Producer / Director / Project Manager
 
 
Indiana University — Bloomington, IN, USA
[11.07.12]
Lecturer / Senior Lecturer - Design and Production

Educator / Instructor, Game / Level Designer / Creative Director, Producer / Director / Project Manager
 
The Playforge — San Mateo, CA, USA
[11.07.12]
Game Designer

Game / Level Designer / Creative Director
 
YAGER Development — Berlin, Be, DEU
[11.07.12]
Monetization Expert (f/m)
YAGER is currently seeking a talented and experienced Monetization Expert to join our pre-production team of yet unannounced title. The Monetization Expert will be responsible for creating and tuning our gameplay systems to maximize opportunities for thoughtful monetization. We want to offer our customers opportunities to personalize their game experience through micro-transactions without affecting game-balance or segregating our player base.
Business Development / Analyst / Legal, Game / Level Designer / Creative Director, Console / PC Games
 
YAGER Development — Berlin, Be, DEU
[11.07.12]
Senior Game Systems Designer (f/m)
YAGER is currently seeking a talented and experienced Game Systems Designer to join our pre-production team of yet unannounced title. Join us in shaping the direction of the project as a driving force in Systems Design and push the boundaries to deliver a unique user experience. We’re looking for people who love the idea of working together in interdisciplinary teams within a flat hierarchy and a fast-paced and professional environment.
Game / Level Designer / Creative Director, Console / PC Games
 
Raven Software / Activision — Madison, WI, USA
[11.07.12]
Senior Level Designer
RAVEN SOFTWARE, developer of numerous award-winning games, including contributions to the blockbuster Call of Duty series is seeking passionate developers to join an established team at work on a first-person shooter. Located in Madison, Wisconsin, RAVEN SOFTWARE offers an upscale work environment with state-of-the-art workstations, an outstanding compensation and benefits package, a fun, collaborative environment, affordable living and an exceptional quality of life!
Game / Level Designer / Creative Director
 
GameResort LLC — Claremont, CA, USA
[11.07.12]
Mobile Games Designer

Game / Level Designer / Creative Director
 
2K Czech — Prague, , CZE
[11.06.12]
Lead Mission Designer – 2K Czech

Game / Level Designer / Creative Director
 
Pocket Gems — San Francisco, CA, USA
[11.06.12]
Visual Designer

Game / Level Designer / Creative Director
 
Pocket Gems — San Francisco, CA, USA
[11.06.12]
Game Systems Designer

Game / Level Designer / Creative Director

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