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7 must-read resources on player motivation
by Gamasutra Community
[04.08.13]
If you want to better understand what motivates players, this helpful blog post rounds up seven essential works from Raph Koster, Mihaly Csikszentmihalyi and other experts.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Design
What you need to know before porting your game to Ouya
by Gamasutra Community
[04.08.13]
Making mobile games work with a console controller is a challenge, says indie developer Nathan Fouts (Serious Sam Double D ). Here are a few of the tips and tricks he's learned in the process.
Console/PC , Smartphone/Tablet , Indie , Programming , Design
Blog: By giving away his Xbox, dev says goodbye to 'gamer' subculture
by Gamasutra Community
[04.08.13]
The indie developer behind Triple Town muses on his frustrating days at Microsoft and the culture he says the company has engendered in the game space.
Console/PC , Indie , Design
Blog: I touched Ron Gilbert
by Gamasutra Community
[04.08.13]
Remembering LucasArts, the developer behind Sissy's Magical Ponycorn Adventure explains the influence the Maniac Mansion creator had on him.
Console/PC , Indie , Design
Leaving PopCap: Why this mobile exec is pinning hopes on indies
by Leigh Alexander
[04.08.13]
There's massive opportunity in mobile for indies pursuing higher production values and more innovation, says former PopCap exec Giordano Contestabile, who's joined Tilting Point studios to support that trend.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Design , Production , Business/Marketing , Exclusive
Twitter just became a video game platform
by Gamasutra Community
[04.05.13]
On the surface, Twitter's recent update to Twitter Cards allows app developers to link directly to a download, but if you peek below the curtain you'll see that this presents all kinds of new opportunities for game developers.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Design , Production , Business/Marketing
Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor
by Staff
[04.05.13]
Here's our last One Life Left vs. Gamasutra episode of GDC 2013, recorded on the show floor at lunchtime on Friday with a tremendous stream of guests, gently interrogated.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Serious , Programming , Art , Audio , Design , Production , Business/Marketing , Podcast , Video , GDC
How random drops affect the player experience
by Gamasutra Community
[04.05.13]
Randomness can have an effect on players' emotions. If you want to understand it, read this blog post, which examines how you can use math to fine-tune your player rewards.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Design
Getting bored? Here are three ways out of your game development rut
by Gamasutra Community
[04.05.13]
Trapped working on the same game, or the same kinds of games, for too long? Forget why you love what you do? This post is a quick guide to how to get your inspiration back.
Console/PC , Indie , Design
Video: Brian Moriarty's 'Apology for Roger Ebert'
by GDC Vault Staff
[04.05.13]
Beyond Zork and Loom creator and Worcester Polytechnic Institute professor Brian Moriarty delivers a defense of Roger Ebert's industry-stirring sentiment that "video games can never be art," given in this video lecture from GDC 2011.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Art , Design
Developers: Go out and meet your fans, even if you don't have any (yet)
by Gamasutra Community
[04.05.13]
Vlambeer's Rami Ismail argues that while events like GDC are great, there's no replacement for getting into the public and interfacing with your audience at shows like PAX.
Indie , Business/Marketing
The gender pay gap and the Game Developer Salary Survey
by Gamasutra Community
[04.04.13]
Game Developer magazine editor Patrick Miller dives deeper into the data from the latest Salary Survey, shedding some light on the causes of the gender pay gap exposed by the article.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Business/Marketing
Casual games and Kickstarter: A bad match?
by Gamasutra Community
[04.04.13]
With little hope of meeting his goal, one developer explores whether or not a causal game can even hope to find crowdfunding backers, or if Kickstarter only works for hardcore games.
Smartphone/Tablet , Indie , Business/Marketing
Why too much complexity could kill your player's engagement level
by Gamasutra Community
[04.04.13]
Some designers argue that elegance in design -- making a game as perfect as chess -- is the Holy Grail, and others say keeping players engaged is what we should strive for. But as Telltale's Harrison Pink says, they're one and the same.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Design
Xbox Live Arcade stats, March 2013
by Gamasutra Community
[04.04.13]
Halfbrick's Ryan Langley returns with his monthly look at which Xbox Live Arcade games are hits, including new data on Terraria and Minecraft stats direct from Mojang.
Console/PC , Indie , Business/Marketing
Exploring video game animation with a film industry veteran
by Mike Rose
[04.04.13]
Lionel Gallat has been working on animated movies for over 15 years now, serving as animation director on films like Despicable Me and The Lorax . Now he's making video games, and spotting comparisons everywhere.
Console/PC , Indie , Programming , Art , Design , Production , Exclusive
Four PR lessons learned from GDC 2013
by Gamasutra Community
[04.03.13]
The noise around GDC is tremendous, argues public relations professional Ken Johnston, and in this post he offers the lessons he learned about fighting to get noticed during the event.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Business/Marketing
Video: Raph Koster remembers his first (kind of adorable) game
by Frank Cifaldi
[04.03.13]
Every developer has his roots, and in the case of the noted Star Wars Galaxies and Ultima Online designer, those roots were in an Atari 8-bit game that cloned some arcade titles and sold exactly one copy.
Console/PC , Indie , Programming , Design , Video
Defender's Quest devs learn that a game's story must explain its mechanics
by Gamasutra Community
[04.03.13]
Lars Doucet and James Cavin explain why their game, Defender's Quest , has a story that's completely consistent with its mechanics -- and why that's essential.
Social/Online , Indie , Design
Listen to Fullbright, Harmonix and NYU from the GDC floor
by Staff
[04.03.13]
As the final lectures of last Thursday finished, One Life Left convened another diverse panel to chat some more about life making games in 2013. Click through for portals, storytelling and secrets.
Console/PC , Social/Online , Smartphone/Tablet , Indie , Serious , Programming , Art , Audio , Design , Production , Business/Marketing , Podcast , Video , GDC