- PRACTICE: Irrational's Gaynor On Better Storytelling, Player Freedom Through Gating
[10.29.11]
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At the PRACTICE conference at NYU, Irrational senior level designer Steve Gaynor described how progression gating can be a narrative tool -- and offered practical implementation advice.
- PRACTICE: Social Game Design Needs More Prototyping
[10.29.11]
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At NYU's PRACTICE game design conference this weekend, social game designer Scott Jon Siegel explains why more exploration and refinement of prototyping is key to his genre's growth.
- Round-Up: Gamasutra Network Jobs, Week Of October 28
[10.28.11]
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In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Nexon America, Electronic Arts Montreal, Crystal Dynamics, and more.
- New iPad App Allows For Coding, Prototyping Directly On The Tablet
[10.27.11]
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Codify, a new Lua-based coding environment for the iPad, allows users to quickly prototype and run games and programs directly on the tablet, without the need to go through Apple's development tools.
- In-Depth: Native Client for Dummies
[10.27.11]
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In this reprinted #altdevblogaday piece, AMD's principal physics engineer Erwin Coumans provides a quick but informative tutorial for building a 3D Native client that you can deploy to the Chrome Web Store.
- Opinion: Why I Became An Educator
[10.26.11]
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In this reprinted #altdevblogaday-opinion piece, Gamer Camp's Alex Darby explains how shoddy understanding of low-level programming drove him to become an educator.
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