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2
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published 5 months, 4 days ago, submitted by ElementCy ElementCy 5 months, 4 days ago

gamasutra.com — Secrets and hidden treats are part of games' appeal and their lore, and can add depth and authenticity to the experience -- columnist Andrew Vanden Bossche explores ideal implementations, and those less so. read more...

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2
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published 5 months, 24 days ago, submitted by ElementCy ElementCy 5 months, 24 days ago

gamasutra.com — In the half century that people have been playing games on video screens, the art form has undergone a Cambrian explosion of growth and diversification. In columns originally printed in Game Developer magazine, we take a look at the various talent pools that have collected across North America -- including Boston, Seattle, Toronto, the Bay Area, Raleigh, and Vancouver -- and discover the exotic life forms that have taken root. read more...

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2
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published 6 months, 13 days ago, submitted by ElementCy ElementCy 6 months, 13 days ago

gamasutra.com — How do you make your game UI more usable? Developer Glinert looks at the four main elements -- learnability, simplicity, efficiency, and aesthetic -- that help game usability to flourish. read more...

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4
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published 6 months, 12 days ago, submitted by ElementCy ElementCy 6 months, 13 days ago

gamasutra.com — When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. In an article originally published in Gamasutra sister publication Game Developer magazine earlier this year, here are nine real-life examples of just that. read more...

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3
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published 6 months, 13 days ago, submitted by ElementCy ElementCy 6 months, 13 days ago

gamasutra.com — In this in-depth feature, Mode 7 Games (Determinance, Frozen Synapse) co-head Paul Taylor discusses key steps to getting your independent game known, from careful initial announcements to pre-orders, talking to bloggers, and setting up blogs yourself. read more...

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2
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published 6 months, 27 days ago, submitted by ElementCy ElementCy 7 months ago

gamasutra.com — Massive Entertainment (Ground Control series) veterans Norneby and Olsson use this in-depth technical article to discuss how to radically improve your experience planning video games through applying software engineering processes to game development. read more...

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1
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published 7 months, 8 days ago, submitted by ElementCy ElementCy 7 months, 8 days ago

gamasutra.com — Game design veteran Ryan -- most recently a designer on Fracture -- looks at the Wiki as a game design and development tool, asking -- is it the right tool to use to document game creation, and what are the pros and cons of using it to store design information about larger-scale games? read more...

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1
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published 7 months, 23 days ago, submitted by ElementCy ElementCy 7 months, 24 days ago

gamasutra.com — In a detailed design article, Griptonite Games' Jason Bay uses classic usability concepts to break down the gamer's use of in-game weapons, objects, and puzzles, suggesting how this can make everyone build better video games. read more...

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1
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published 7 months, 23 days ago, submitted by ElementCy ElementCy 7 months, 24 days ago

gamasutra.com — In this Intel-sponsored Gamasutra feature, game programming veteran Orion Granatir presents a practical look about how to use multi-core CPUs to thread game elements, in this case artificial intelligence (AI) for your game. read more...

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1
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published 8 months, 13 days ago, submitted by ElementCy ElementCy 8 months, 13 days ago

gamasutra.com — How does your game data relate to each other? In this independent technical article, originally published in Game Developer magazine and posted online as part of Intel's Visual Computing section, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory. read more...

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2
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published 9 months, 8 days ago, submitted by ElementCy ElementCy 9 months, 8 days ago

gamasutra.com — Item-collecting has been a staple of video games for many years. What is it inside gamers' heads that makes us want to accumulate items and chase after Achievements? Gamasutra's Kris Graft speaks with the experts... read more...

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2
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published 9 months, 6 days ago, submitted by ElementCy ElementCy 9 months, 8 days ago

gamasutra.com — In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT, detailing what went right and wrong in the making of the original WiiWare title. read more...

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2
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published 9 months, 11 days ago, submitted by ElementCy ElementCy 9 months, 11 days ago

gamasutra.com — In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Kalra examines ways to render realistic grass in your game, utilizing DirectX 10 and vertex shaders. read more...

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2
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published 9 months, 12 days ago, submitted by ElementCy ElementCy 9 months, 12 days ago

gamasutra.com — In this sponsored feature, Nokia outlines its newly expanded digital Ovi Store, which allows mobile games in a variety of formats to be sold with a 70/30 revenue split to the game developer. read more...

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2
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published 9 months, 12 days ago, submitted by ElementCy ElementCy 9 months, 12 days ago

gamasutra.com — In an in-depth article, the creators of Hidden Path's critically acclaimed PC and upcoming XBLA title Defense Grid: The Awakening look at the visual concept work that went into the game's creation, suggesting that "pre-production concept development and visualization resulted in a much better looking game and in significantly reduced problems" during the title's development. read more...

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2
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published 9 months, 17 days ago, submitted by ElementCy ElementCy 9 months, 17 days ago

gamasutra.com — Individual game developers take responsibilities for different parts of game development - sometimes leading to content mixups and bottlenecks where their work overlaps. In this in-depth article, originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future. read more...

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