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August 6, 2013
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August 6, 2013
Achievement - Not Just for Achievers!
Battling the Backlog: Curing No-Time-to-Play-Games-Itis
Milestones and Glass Houses: Preventing Your Development Schedule from Shattering, Part 2
Practical Game Theory - EV, EV, EV!
The Last of Us: The conflict of storytelling in games
[
12
]
Features
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August 6, 2013
Going Platinum:
Bayonetta 2
, combat design, and the Nintendo angle
The SCUMM Diary: Stories behind one of the greatest game engines ever made
[
10
]
Dirty Game Development Tricks
[
20
]
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August 6, 2013
SECRETS OF RÆTIKON
to launch on PC, Mac
and...
When Was ‘MANIC
MINER’ First
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HOMETOWN STORY™
Ouya/Shield, BBC, Village
Life! talks added for...
DIGIMON MASTERS GOES
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08.07.2013
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Redwood City, United States
08.16.2013
Hasbro-a-thon playing with Innovation
Pawtucket, United States
08.17.2013
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Features
Features
» Programming
Going Platinum:
Bayonetta 2
, combat design, and the Nintendo angle
by
Christian Nutt
[08.06.13]
Director Yusuke Hashimoto and producer Atsushi Inaba are determined to make
Bayonetta 2
better than the original -- and talk about working with Nintendo, combat design, and what being an independent developer means.
Design
,
Programming
,
Console/PC
The SCUMM Diary: Stories behind one of the greatest game engines ever made
10
by
Mike Bevan
,
Staff
[07.12.13]
It's rare that the mention of a video game engine can elicit emotions nearly as strong as the games that it powers, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder tells the stories behind the well-regarded engine.
Design
,
Programming
,
Production
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
Advanced Audio Streaming in Unity
11
by
Ben Long
,
Fredrik Kaupang
[06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio
,
Programming
,
Indie
,
Smartphone/Tablet
Revisiting Android
1
by
Patrick Miller
[05.28.13]
Android's reputation lags behind iOS, but its install base certainly does not. Game Developer magazine speaks to developers from across the mobile spectrum to get a bead on the challenges and opportunities the platform offers.
Programming
,
Game Developer Magazine
,
Console/PC
,
Indie
,
Smartphone/Tablet
,
GD Mag
,
GD Mag Exclusive
Sponsored: The World of
Just Cause 2
- Using Creative Technology to Build Huge Open Landscapes
7
by
Linus Blomberg
[05.16.13]
A deep technical dive into how the developers of the
Just Cause
series create their sprawling, seamless open worlds -- exploring all of the tricks and techniques they've developed so far.
Programming
,
Art
,
Game Developer Magazine
,
Console/PC
,
Sponsored Feature
,
GD Mag
,
GD Mag Exclusive
From XNA to MonoGame
12
by
Dean Ellis
[05.15.13]
If you created a game in XNA, its discontinuation doesn't mean that you have to start over from scratch. Enter MonoGame, an open-source implementation of the XNA 4 API -- and this tutorial to help you use it.
Programming
,
Game Developer Magazine
,
Console/PC
,
Indie
,
Smartphone/Tablet
Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple
1
by
Intel Visual Computing
[05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming
,
Production
,
Art
,
Sponsored Feature
1
2
3
4
5
6
7
8
9
10
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Next 10 > >
]