Gmu Game 399 Programming For Designers
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Turbine executive producer Jeffrey Steefel was at the 2008 Worlds in Motion Summit to discuss the ways the spheres of traditional online games -- like his Lord of the Rings Online and virtual worlds are alike, and how they can benefit and evolve fr
02.18.08 | News | Leigh Alexander
What does it take to develop an iOS tower defense that's as popular in China as in Western markets? Lead designer Soo Jin Kai and artist Kristen C. Stewart lay out the successes and challenges of OMG: TD!'s production.
02.05.14 | Blog | Kristen C Stewart
Between a game's earliest demo and its content-complete state, a game looks horrible. We developers expect that, but publishers often freak out, as they're unable to assess progress. Careful communication with upper management is critical during this "Dead Zone" period.
02.12.04 | Feature | Jamie Fristrom | 2
An introduction to Michael Nathan Ball, discussion of Freelancer and hard sci-fi.
01.18.10 | Blog | Michael Ball
This week, Zynga lifted $180m in investment and seem set to conquer social gaming for ever. In this article I argue that the Zynga model has some serious problems on its horizon and is in real danger of falling behind the times.
12.18.09 | Blog | Tadhg Kelly | 31
EA Montreal's Army Of Two: The Fortieth Day is due later this year, and in this Gamasutra interview, new creative director Alex Hutchinson, fresh from Spore, and executive producer Reid Schneider, returning from the previous game, discuss the elements that came together to create the over the top franchise.
05.13.09 | Feature | Chris Remo | 2
No one expects their first film project to be just like a Hollywood movie, and yet a similar belief is oddly common among people new to making games. Here I make a case for realistic, incremental goals - smaller games - as a path to longer-term success.
04.25.14 | Blog | Chris DeLeon | 7
Epic Games president Mike Capps tells Gamasutra about the impressive tech behind the iOS version of Unreal Engine 3 and why "it would not be smart" to try to compete against more casual iPhone games.
08.31.10 | News | Christian Nutt | 6
CCP's Ryan Dancey talks to Gamasutra about what sets intense MMO EVE Online apart from its competition, and the decisions the developers are making to continue to drive the game's growth.
11.05.09 | News | Christian Nutt | 2
Ben Ruiz of Team Colorblind discusses some of the art tips and tricks used in their upcoming game, Aztez. Traditional 3d outlines, shaders, 2d and 3d usage, and art styles in general.
07.09.14 | Blog | Ben Ruiz | 8
Jon Chey, co-founder of BioShock developers Irrational Games, has now moved into indie development, founding new studio Blue Manchu Games. Here, he talks to Gamasutra about the reasoning behind the move, and his new game Card Hunter.
07.19.11 | Feature | Kris Graft | 4
With 2010 now at an end, the Gamasutra editorial team is proud to present a round-up of its individual charts and countdowns for this resurgent year for video games, published on the website over the past few weeks.
12.29.10 | Feature | Gamasutra staff | 7
Usability evaluation and testing is invaluable in locating non-technical problems during the design and development process - Laitinen argues for more formal usability testing in games, showing examples from his work on Frozenbyte's Shadowgrounds.
06.22.05 | Feature | sauli laitinen | 1
Gamasutra is covering the multiple events at the London Games Festival in unrivaled detail, including session write-ups from GDC London, the London Game Career Fair, and the London Games Summit - click through for our full, now concluded coverage.
10.04.06 | News | Simon Carless
Not all games are perfect. Even our favorite games have things about them that annoy us to no end. If these things never appeared in a game ever again, I'd be a very happy man.
09.18.12 | Blog | Corey Moore | 9
Gmu Game 399 Programming For Designers
Source: https://www.gamasutra.com/search/index.php?sort=score&search_text=character%20development&num_results=14900&from_blogs=Y&page=399
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