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» GD Mag
If we pitched food the same way we pitched games
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
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
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
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
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
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
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'
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
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
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
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?
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
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
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
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
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
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
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
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
1
2
3
4
5
6