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September 24, 2013





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Updates » GD Mag Exclusive
Mapping the lessons of psychology to game design GDMag Exclusive 7
by Jason VandenBerghe [09.20.13]
In this reprint from the May 2012 issue of Game Developer magazine, Jason Vandenberghe draws connections between the 'Big 5' psychological motivations and their corresponding goals in game design.
GD Mag, Design, GD Mag Exclusive

We can still learn a lot from coin-op game design GDMag Exclusive 5
by Jeff Brown and James Plamondon [09.16.13]
In this reprint from the October 1996 issue of Game Developer magazine, Jeff Brown and James Plamondon outline four 'laws' of coin-op that are as valuable to modern design as in the arcade's heyday.
GD Mag, Design, GD Mag Exclusive

A better carrot, a better stick: On risks and player behaviorism GDMag Exclusive 1
by Damion Schubert [09.12.13]
In this reprint from the April 2010 issue of Game Developer magazine, Damion Schubert discusses how balancing risks and rewards affects how players engage with your game.
GD Mag, Design, GD Mag Exclusive

The trials and tribulations of balancing your in-game economy GDMag Exclusive 6
by Soren Johnson [09.04.13]
In this reprint from the September 2008 issue of Game Developer magazine, Civ 4 lead designer Soren Johnson takes a tour through the chaotic legacy of in-game economies.
GD Mag, Design, GD Mag Exclusive

Monsters from the Id: The making of Doom GDMag Exclusive 1
by Alexander Antoniades [08.22.13]
From the very first (January 1994) issue of Game Developer magazine, this feature on Id Software paints a unique portrait of a legendary developer whose games would launch a genre.
GD Mag, Programming, Design, Business/Marketing, GD Mag Exclusive

How Quake came to one of the world's first online game services GDMag Exclusive  
by Ned Purdom [08.01.13]
In this reprint from the July 1997 issue of Game Developer magazine, id Software alum Ned Purdom reveals how Quake was first brought to the Total Entertainment Network in the late 1990s.
Console/PC, Social/Online, GD Mag, Business/Marketing, GD Mag Exclusive

When choice is bad: finding the sweet spot for player agency GDMag Exclusive 3
by Soren Johnson [07.29.13]
In this reprint from the May 2013 issue of Game Developer magazine, Soren Johnson contends that sometimes small yet elegant choices work best.
GD Mag, Programming, Design, GD Mag Exclusive

Warren Spector: Who forgot the 'role' in Role-Playing Games? GDMag Exclusive 13
by Warren Spector [07.26.13]
In this reprint from the September 1998 issue of Game Developer magazine, famed Deus Ex creator Warren Spector envisions a sandbox future where roleplaying takes center stage.
GD Mag, Design, GD Mag Exclusive

Game writers, your injokes aren't as funny as you think GDMag Exclusive 18
by Derek Sanderson [07.24.13]
In this reprint from the August 2000 issue of Game Developer magazine, Derek Sanderson warns of injokes and pop culture references spoiling the timelessness of your game.
GD Mag, Design, GD Mag Exclusive

Do we always have to strive for 'realism'? GDMag Exclusive 15
by Damion Schubert [07.22.13]
In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences.
GD Mag, Art, Design, GD Mag Exclusive

Lighting design fundamentals: using contrast in your game GDMag Exclusive 3
by Steve Theodore [07.19.13]
In this reprint from the April 2005 issue of Game Developer magazine, Steve Theodore concludes a two-part series on design fundamentals for lighting artists.
Console/PC, GD Mag, Art, GD Mag Exclusive

Seven Deadly Sins of strategy game design GDMag Exclusive 6
by Soren Johnson [07.16.13]
In this reprint from the April 2008 issue of Game Developer magazine, Civ 4's Soren Johnson outlines seven bad-faith practices to be avoided by strategy game developers.
Console/PC, Social/Online, GD Mag, Programming, Design, Business/Marketing, GD Mag Exclusive

The many ways to say goodbye to your studio GDMag Exclusive 2
by Matthew Wasteland & Magnus Underland [07.12.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, Matthew Wasteland and Magnus Underland say goodbye with a "taxonomy" of developer farewells. How many do you recognize?
GD Mag, Programming, GD Mag Exclusive

A peek inside one particularly ambitious student dev project GDMag Exclusive 1
by Alexandra Hall [07.11.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, Alexandra Hall interviews two members of the 38-person USC student game Tales from the Minus Lab.
Indie, GD Mag, Design, Student/Education, GD Mag Exclusive

The way we discuss games has never been richer GDMag Exclusive 2
by Steve Theodore [07.10.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, Steve Theodore reflects on how the nature of discussing art in games has changed -- and diversified -- in the past ten years.
GD Mag, Art, Design, GD Mag Exclusive

When chasing the 'mainstream' compromises your artistic vision GDMag Exclusive 18
by Brandon Sheffield [07.09.13]
Gamasutra senior contributing editor and independent developer Brandon Sheffield muses on a recent job that put his integrity to the test.
GD Mag, Design, Production, GD Mag Exclusive

Postmortem: Game Developer magazine GDMag Exclusive 8
by Brandon Sheffield [07.05.13]
Former Game Developer magazine editor-in-chief Brandon Sheffield turns the critical lens inward to examine the ups and downs of the magazine's 19-year legacy.
GD Mag, Production, GD Mag Exclusive

Parting thoughts from the Game Developer team GDMag Exclusive 2
by Staff [07.04.13]
In this reprint from the final (June/July 2013) issue of GD Mag, the editorial staff reflect back on the publication's history and offer some parting thoughts on the future of the industry.
GD Mag, Production, Business/Marketing, GD Mag Exclusive

Envisioning the future of game audio GDMag Exclusive 5
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of GD mag, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
GD Mag, Audio, GD Mag Exclusive

Most players won't finish your game - and that's not a bad thing! GDMag Exclusive 60
by Jason VandenBerghe [07.01.13]
Most players won't play to the end of your game. That's not a tragedy -- that's a feature of video games' design landscape. Ubisoft creative director Jason VandenBerghe explains.
Social/Online, GD Mag, Design, GD Mag Exclusive