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November 8, 2012
 
Jordan Mechner finds his cinematic rhythm with Karateka remake [2]
 
Game Developer magazine's Power 50: Business
 
Activision beats estimates by going big, focusing on retail hits [6]
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November 8, 2012
 
arrow Postmortem: Sony Bend Studio's Uncharted: Golden Abyss [1]
 
arrow Is Game Music All It Can Be? [31]
 
arrow The End of the Journey: One Indie Studio's Tale [21]
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November 8, 2012
 
GREE International
Game Studio, Android Developer
 
GREE International
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GREE International
HTML5 UI Developer
 
Avalanche Studios
Senior Tools Programmer, New York
 
Avalanche Studios
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ZeniMax Online Studios
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Blogs

Expert Blogs                                                                                 Expert RSS

Making Failure Fun
Posted by Josh Bycer on 11/07/12 09:12:00 pm in Design
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.
Read More... | 2 Comments
Quality of Life: Bring more snus!  Featured Blogs
Posted by Samuel Rantaeskola on 11/07/12 04:03:00 am in Production, Console/PC
One of the biggest struggles a producer has is to get team members onboard in an organized way of moving forward. Why bother is be an uncommon argument. The key is the answer to the following question: "What's in it for me?"
Read More... | 7 Comments
The Best Political Games of Election 2012  Featured Blogs
Posted by Mark DeLoura on 11/05/12 07:05:00 pm in Serious
There were hundreds of politically-themed games created for 2012's U.S. presidential campaign season. Which should you play while watching the results roll in on November 6?
Read More... | 2 Comments
An argument for easy achievements  Featured Blogs
Posted by Rami Ismail on 11/05/12 11:00:00 am in Design, Indie
Watching someone who never gamed before get to grips with basic game movement led to a reconsideration of the usefulness of easy achievements as an accessibility tool
Read More... | 46 Comments
Six words about role-playing games  Featured Blogs
Posted by Lewis Pulsipher on 11/05/12 07:22:00 am in
This time the challenge is this: say six words about role-playing games.
Read More... | 35 Comments
How to create a game in 2 months with Corona SDK: my method
Posted by Mekersa David on 11/05/12 07:18:00 am in Programming, Smartphone/Tablet
Using my 20 years experience of programming, management, ... whatever... I decided to share a method (my method) to learn a new programming language (and/or SDK) and create a game in a timely manner. Two months in this example...
Read More... | 0 Comments

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Abusive Pricing Practices in F2P Social Games
Posted by Richard Vaught on 11/08/12 12:29:00 am in Business/Marketing, Social/Online
Abusive pricing practices in F2P market and their analog in the Atari generation of console gaming, and why this market will collapse if this is not addressed.
Read More... | 1 Comment
Another Successful Play-test (Just Because)
Posted by Adam Kloc on 11/07/12 09:54:00 pm in
Our heroes find themselves at a game-breaking dilemma, then quickly pull themselves out of it.
Read More... | 0 Comments
A stumbling block, can't let it make me fall behind
Posted by Adam Kloc on 11/07/12 09:38:00 pm in
This was originally due nearly 2 weeks ago. I forgot to post in time, then a storm happened. Then my excuses got less legitimate.
Read More... | 0 Comments
On the advent of "slow games"  Featured Blogs
Posted by Jake Shapiro on 11/07/12 03:24:00 pm in Design, Indie
Why slowness in modern game design is a good thing.
Read More... | 4 Comments
Gamification at Games for Health Europe 2012
Posted by Ruud Koorevaar on 11/07/12 12:05:00 pm in Business/Marketing
Yesterday I was at the Games for Health Europe 2012 convention and returned with mixed feelings. Let’s take a look at a couple of presentations on gamification and healthcare.
Read More... | 0 Comments
2D Voxel Madness at Long Last
Posted by Kris Steele on 11/07/12 09:42:00 am in Design, Console/PC
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.
Read More... | 0 Comments

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