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August 6, 2013
The Last of Us: The conflict of storytelling in games
Why Escape Goat 2 is (Probably) Not Coming to Xbox Live Indie Games
[
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Getting More Out Of Your AAA Teams: A Response for Jade Raymond
[
3
]
One reason we see so many clones? Communication.
[
11
]
The Saturday Paper - That, But Bigger
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August 6, 2013
Postmortem:
Kingdoms of Amalur: Reckoning
[
12
]
The Last Pixel: Closing the book on Pixel Pusher
[
2
]
Postmortem: Game Developer magazine
[
8
]
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August 6, 2013
Grepolis Hosts the Annual
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Yodo1 Expands Beyond
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SONY ONLINE ENTERTAINMENT
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08.07.2013
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"The Internet of Things" Hackathon & Accelerator Series
Redwood City, United States
08.16.2013
Hasbro-a-thon playing with Innovation
Pawtucket, United States
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Features
Features
» GD Mag Exclusive
Postmortem:
Kingdoms of Amalur: Reckoning
12
by
Mike Fridley
[07.30.13]
In this postmortem, reprinted from the April 2012 issue of Game Developer magazine, former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with
Kingdoms of Amalur
's production leading up to a release that would sink two studios.
Postmortem
,
Production
,
GD Mag Exclusive
,
Alternative Funding
The Last Pixel: Closing the book on Pixel Pusher
2
by
Steve Theodore
[07.08.13]
In this reprint from the final (June/July 2013) issue of
GD Mag
, Steve Theodore reflects on how the nature of discussing art in games has changed in the past ten years.
Design
,
Art
,
GD Mag Exclusive
Postmortem: Game Developer magazine
8
by
Brandon Sheffield
[07.05.13]
In this postmortem from the final (June/July 2013) issue of
GD Mag
, Brandon Sheffield turns the critical lens inward to examine the ups and downs of GD Mag's 19-year legacy.
Postmortem
,
Game Developer Magazine
,
GD Mag Exclusive
Game Over: Parting thoughts from the
Game Developer
team
2
by
Game Developer Magazine Staff
[07.04.13]
In this reprint from the final (June/July 2013) issue of
GD Mag
,
Game Developer Magazine
,
GD Mag Exclusive
Envisioning Our Interactive Audio Future
5
by
Damian Kastbauer
[07.03.13]
In this reprint from the final (June/July 2013) issue of
Game Developer magazine
, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio
,
Game Developer Magazine
,
Columns
,
GD Mag Exclusive
Postmortem:
Resident Evil 4
8
by
Yoshiaki Hirabayashi
[06.26.13]
In this reprint from the October 2005 issue of Game Developer magazine,
Resident Evil 4
cinematics lead Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Design
,
Postmortem
,
Art
,
Game Developer Magazine
,
GD Mag Exclusive
Top 30 Developers of All Time
43
by
Gamasutra staff
,
Game Developer Magazine Staff
[06.25.13]
When it comes to the last issue of Game Developer, we chose to assemble a list of the greatest game developers of all time. What follows is a list of 30 studios that have left (and in some cases, continue to leave) an indelible mark on the medium of video games.
Game Developer Magazine
,
Console/PC
,
GD Mag Exclusive
Dirty Game Development Tricks
20
by
Game Developer Magazine Staff
[06.24.13]
One of Game Developer's most popular features was our "Dirty Coding Tricks" bit from 2009, where we got devs to open up about some of their ugly hacks -- and we're back with nine new from-the-trenches stories, including a few unorthodox tricks from other dev disciplines besides programming.
Programming
,
Game Developer Magazine
,
Console/PC
,
GD Mag Exclusive
Postmortem: Treyarch's 2002 hit,
Spider-Man
1
by
Jamie Fristrom
[06.21.13]
In this reprint from the August 2002 issue of Game Developer magazine,
Spider-Man
dev Jamie Fristrom (
Energy Hook
) writes about what went right and what went wrong with the game's development process.
Design
,
Postmortem
,
Programming
,
Production
,
Exclusive
,
GD Mag Exclusive
Postmortem - Sony Santa Monica's
God of War: Ascension
11
by
Whitney Wade
,
Chacko Sonny
[06.19.13]
In this postmortem from the final issue of Game Developer, Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the
God of War
experience.
Business/Marketing
,
Design
,
Postmortem
,
Programming
,
Production
,
Console/PC
,
GD Mag Exclusive
1
2