Sentences with phrase «game developer magazine»

It is the online free version of Game Developer Magazine.
We have written several articles on emerging legal trends in the video game industry that have been featured in Gamasutra, the online publication for Game Developer Magazine.
Game Developer Magazine's August 2008 issue has an article entitled — «Top Ten Indie Freeware Titles 2008: The best so Far» and one of their top 10 is Harpooned.
Hey, good news for those who'd like to check out the latest issue of Game Developer magazine, the U.S. - based trade mag for game professionals that we run when we're not posting on GameSetWatch.
We're not talking about what the next thing is right now, but what I can say is for sure, it was huge learning experience, and you read all about that in the postmortem we did for Game Developer magazine.
The editors of Game Developer magazine are asking all game professionals to complete a brief anonymous survey which will help decide the rankings of this year's renowned «Top 20 Publishers» feature.
[My colleagues at Game Developer magazine continue to crank out the good stuff, and here's initial info on the latest issue, including an exclusive and revealing postmortem of Sucker Punch's Infamous.]
In a message to subscribers today, Game Developer magazine has announced that they will end print and digital publication after their June / July...
In this article from the final issue (June / July) of Game Developer magazine, game developers share their hacks, tricks, and war stories about getting the game out the door however they had to.
Falstein was the first elected Chairman of the IGDA and design columnist for Game Developer magazine for 6 years.
You know, Scrum is - especially with the recent [Game Developer magazine] article from, I believe, last year, «Scrum Rising» - a hot topic in the games industry of late.
[In this editorial, originally printed in Game Developer magazine, editor - in - chief Brandon Sheffield reflects on the ever - increasingly bloated nature of game development, and wonders if there are better ways for developers to share their learning experiences.]
[Our old buddy and former Game Developer magazine columnist Alexander Brandon ended up doing this interview with notable Sega CD composer Spencer Nilsen, and it's fun to check out for a little nostalgia on the CD - ROM music boom in the»90s and the signature Sega soundtracks that ensued.]
Here's the original session description: «Former Game Developer magazine code columnist and 2006 IGF Design Innovation winner Jonathan Blow, the creator of innovative time - manipulating platform title Braid, discusses the deliberate methodology behind his indie game prototyping.
A copy of the article I had written for the last Inner Product section of Game Developer magazine.
Well, this new site, which is edited for us by Matt Burris, continues something we at Think Services have been doing over the past few months and years - supplementing our industry - leading coverage of the mainstream game business, as showcased with products like Gamasutra.com, Game Developer magazine, and Game Developers Conference, with important emerging and vital submarkets such as Apple's touch - based handheld.
This will come as absolutely no surprise to readers of Game Developer magazine and Gamasutra.
The 2011 Choice Awards, produced in association with the Game Developers Conference and presented by Gamasutra.com and Game Developer Magazine, will take place on Wednesday, March 2, 2011 at 6:30 pm, at San Francisco's Moscone Center and is open to all Game Developers Conference attendees.
«The September 2007 issue of Game Developer magazine, the sister print publication to Gamasutra.com, and the leading U.S. trade publication for the video game industry, has shipped to subscribers and is available from the Game Developer Digital service in both subscription and single - issue formats.
When the project was re-examined in February 2009 the game was completely recoded and given a face lift with new character models, re-recorded dialogue and the entire project was green lighted once again [Game Developer Magazine, Vol 17 Aug 2010].
I don't mean to say postmortems are useless — after all, we feature them on the cover of almost every issue of Game Developer magazine.
Leading worldwide «art and science of games» magazine Game Developer magazine is calling for the submission of such stories, from recent and past projects both.
We showed you the faux version of the cover, and now the real thing is here - we announced over at big sister site Gamasutra that the February 2007 issue of Game Developer magazine is here, and here's the neat stuff that's in it:
Now, having said that, we do, somewhere, have an official style guide for Game Developer magazine - which extends to Gamasutra.
Our last game, Astroman, was honored by Game Developer Magazine as one of 2010's top ten XBLI titles.
This is a reprint of an article that first appeared in the October 2012 issue of Game Developer Magazine.
That being said, the Game Developer Magazine gig appears to have ended with the collapse of the magazine itself.
A version of this article first appeared in the October 2010 article of Game Developer magazine.
«Consider the latest issue of Game Developer Magazine [PLUG: available online as a free sample, go subscribe if you like it - ithangyou!].
[In this editorial, originally printed in Game Developer magazine and already causing much debate on online messageboards, editor - in - chief Brandon Sheffield questions whether oft - theorized «graphics plateau» has already occurred, as supported by the continued success of graphically modest systems such as Wii and PlayStation 2.]
Double Fine's studio executive producer Caroline Esmurdoc, talked with Game Developer Magazine about what could have been the douchiest move last year in 2008.
He has had game development articles published in various places such as Game Developer Magazine, Gamasutra, and GameDev.net, as well as graphics research papers at leading conferences such as Siggraph, Eurographics, and I3D.
The full postmortem, including a great deal more insight into Golden Axe: Beast Rider's development, with «What Went Right» and «What Went Wrong» reasoning, is now available in the February 2009 issue of Game Developer magazine.
Extracting from an honest Game Developer magazine postmortem, the creators detail how they lost focus on co-op, and Iron Man's development distracted them — but they still shipped in just 18 months.]
This article first appeared in the January 2010 issue of Game Developer magazine.
This is a version of an article that first appeared in the March 2012 issue of Game Developer magazine.
Between 2008 - 2013, I wrote a column for Game Developer magazine called «Design of the Times».
This is a version of an article that first appeared in the November 2011 issue of Game Developer magazine.
Backstory: in 2010, I wrote an article like this one published, in condensed form, in Game Developer magazine's Career Guide.
-- Noah Falstein, Gamasutra.com from Game Developer Magazine
[Here's the latest postmortem extract from our colleagues at Game Developer magazine, and it's an exclusive from the most excellent and startlingly freeform Scribblenauts from the 5th Cell folks - excellent!]
Finally, being added to other Gamasutra contributors such as Colette Bennett, Tom Curtis and Game Developer magazine EIC Brandon Sheffield is Kyle Orland, who joins Gamasutra as a contributing news editor.
The full postmortem for Scribblenauts explores more of «What Went Right» and «What Went Wrong» during the course of the game's development, and is now available in the November 2009 issue of Game Developer magazine.
[In this editorial, originally printed in Game Developer magazine's September 2010 issue, editor - in - chief Brandon Sheffield discusses the importance of mystery in games, and how the unknown gives players the urge to see what lies around the corner].
This post has also been featured in Gamasutra, the free online version of Game Developer Magazine.
Awards in ten categories, including two categories new to the awards this year, for Best Downloadable Game and Best Handheld Game, will be given at a ceremony produced by CMP's Game Developers Conference (GDC) and presented by Gamasutra.com and Game Developer Magazine, on Wednesday, February 20, 2008 at GDC.
«The editors of CMP's Game Developer magazine have named the finalists for the 2007 Front Line Awards, the magazine's tenth annual evaluation of the year's best game - making tools in the categories of programming, art, audio, game engine, middleware, and books.
Since this is a CMP blog, and I'm allowed, I'll let you in on a bit of the inner workings of Game Developer magazine.
This article was originally published in Game Developer Magazine.
The full postmortem of Brutal Legend explores more of «What Went Right» and «What Went Wrong» during the course of the game's development, and is now available in the December 2009 issue of Game Developer magazine.
a b c d e f g h i j k l m n o p q r s t u v w x y z