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November 10, 2013





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Updates » GD Mag
If we pitched food the same way we pitched games GDMag Exclusive 3
by Matthew Wasteland [11.01.13]
In this humor column reprinted from the October 2011 issue of Game Developer magazine, Matthew Wasteland shares how sometimes a very simple core concept can become lost.
Design, GD Mag Exclusive, GD Mag

On designing a game to outlive you GDMag Exclusive 10
by Chris Crawford [10.29.13]
In this editorial from the June 1997 issue of Game Developer magazine, Chris Crawford bemoans industry shortsightedness, suggesting it might be better to plant oaks than short-lived weeds.
Console/PC, Design, GD Mag Exclusive, GD Mag

Some simple math for figuring out your game's audio budget GDMag Exclusive  
by Alexander Brandon [10.25.13]
In this reprint from the September 2005 issue of Game Developer magazine, Alexander Brandon shares some useful formulas for determining the audio budget of your game.
Design, GD Mag Exclusive, GD Mag

Free-to-play tips, from Triple Town's studio head GDMag Exclusive 10
by Dave Edery [10.22.13]
In this reprint from the September 2012 issue of Game Developer magazine, Spry Fox CEO Dave Edery expounds on the studio's successful F2P Triple Town.
Social/Online, Business/Marketing, GD Mag Exclusive, GD Mag

On trying to 'epic fail'-proof your game GDMag Exclusive  
by Steve Theodore [10.18.13]
In this reprint from the November 2010 issue of Game Developer magazine, technical art director Steve Theodore advises on the good intentions but occasional pitfalls of trying to plan for every eventuality.
Console/PC, Programming, Art, GD Mag Exclusive, GD Mag

Yes, you should understand code - even if you're not a programmer GDMag Exclusive 44
by Chris Hecker [10.16.13]
In this reprint from the May 2002 issue of Game Developer magazine, Chris Hecker suggests that all game designers should know how to code -- to even understand what a game is.
Console/PC, Programming, Design, GD Mag Exclusive, GD Mag

Insights into audio recording, from two voice directors GDMag Exclusive 1
by Jesse Harlin [10.15.13]
In this reprint from the November 2011 issue of Game Developer magazine, Jesse Harlin speaks with voice directors from LucasArts and Telltale for some industry insights.
Console/PC, Audio, GD Mag Exclusive, GD Mag

Beware the 'Genius Game Designer' GDMag Exclusive 29
by Matthew Wasteland [10.10.13]
In this reprint from the April 2010 issue of Game Developer magazine, Matthew Wasteland takes us inside the private devlog of that game industry menace, the Genius Game Designer.
Console/PC, Design, GD Mag Exclusive, GD Mag

In 2002, Warren Spector interviewed Sid Meier GDMag Exclusive 1
by Game Developer magazine [10.09.13]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another renowned game designer.
Design, GD Mag Exclusive, GD Mag

Art direction: A touching story GDMag Exclusive  
by Josh White [10.07.13]
In this reprint from the April 1998 issue of Game Developer magazine, Josh White outlines some best practices for keeping lines of communication clear and cordial in your art department.
Console/PC, Art, GD Mag Exclusive, GD Mag

Why ambient sound matters to your game GDMag Exclusive 2
by Rob Bridgett [10.02.13]
In this reprint from the April 2007 issue of Game Developer magazine, Rob Bridgett engages sound designers to enrich the ambient sound of their games.
GD Mag, Design, GD Mag Exclusive

Do you want your game to do everything or do one thing very well? GDMag Exclusive 2
by Damion Schubert [09.30.13]
In this reprint from the October 2012 issue of Game Developer magazine, Damion Schubert encourages devs to evaluate the comparative merits of designing a game with breadth or depth in mind.
GD Mag, Design, GD Mag Exclusive

What it was like to 'go indie' in the 90s GDMag Exclusive 4
by Susan Lewis [09.26.13]
In this reprint from the August 1998 issue of Game Developer magazine, industry agent Susan Lewis offers advice for burgeoning independents -- and plenty of it remains true today.
GD Mag, Design, GD Mag Exclusive

Stuck on that creature design? Here are some helpful techniques GDMag Exclusive 2
by Hayden Duvall [09.25.13]
In this reprint from the March 2003 issue of Game Developer magazine, Hayden Duvall lays out some tips and tricks for getting the character artist juices flowing.
Console/PC, GD Mag, Art, Design, GD Mag Exclusive

Mapping the lessons of psychology to game design GDMag Exclusive 8
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

Game Developer back issues now free on the GDC Vault 8
by Kris Ligman [09.19.13]
Gamasutra is pleased to announce that the entire 19-year run of Game Developer magazine is now available as high-quality PDFs at the GDC Vault.
GD Mag

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