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#1 | ||||||||
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Senior Member
Location: Montreal, Canada |
This post use to present a list of interesting game design articles, but as it grew longer, it eventually reached the length limit of the forums; therefore, the list has been moved here.
Last edited by Marco Roy : 02-26-2009 at 11:35 AM. |
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#2 | ||||||||
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Senior Member
Location: Montreal, Canada |
See post above.
Last edited by Marco Roy : 02-26-2009 at 11:36 AM. |
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#3 | ||||||||
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Moderator
Location: Netherlands |
Man, that '20 mysterious games' article is awesome! Thanks for compiling this list!
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#4 | ||||||||
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Senior Member
Location: Montreal, Canada |
For Game Developer Magazine readers:
Part 1 (May 2004 – December 2006) May 2004 issue: • Inside Everquest, p. 18 • Postmortem: The Game Design of Surreal’s The Suffering, p. 36 • The Flow Channel, p. 52A June-July 2004 issue: • Implementing Real-World Control Systems, p. 18 • Doing Mushrooms, Miyamoto-Style, p. 24 • Postmortem: EA Sports Fight Night 2004, p. 28 • Serious Fun, p. 47 August 2004 issue: • Postmortem: The Cinematic Effect of Zombie Studios’ Shadow Ops: Red Mercury, p. 34 • Pitch – Not Design, p. 48 September 2004 issue: • Manhunt to Mortal Kombat – The use and future use of violence in games, p. 12 • Postmortem: The Swinging System of Treyarch’s Spider-Man 2 game, p. 26 • Brainstorming, p. 47 October 2004 issue: • Postmortem: The Mobile Multiplayer of Blue Ridge’s Momentum, p. 25 • Recursive Fleas, p. 35 November 2004 issue: • Postmortem: Two Timing: Timegate Studios’ Kohan II and Axis & Allies, p. 34 • Paradigm Shifts, p. 47 December 2004 issue: • Ethics of Game Design, p. 14 • Postmortem: The Singular Design of Katamari Damacy, p. 34 • A Matter of Life and Death, p. 48 January 2005 issue: • Postmortem: Avoiding Sequelitis in The Sims 2, p. 38 • What Trumps Fun, p. 54 February 2005 issue: • Increasing the Bottom Line: Winning the Women’s Market Share, p. 16 • Postmortem: Up You Arsenal: On and Offline in Ratchet & Clank, p. 28 • Question Your Assumptions, p. 55 March 2005 issue: • Buena Vista’s Good View, p. 31 • Postmortem: What’s Inside the Room? The Horrors of Silent Hill 4 Investigated, p. 34 • In the Beginning, p. 64 April 2005 issue: • Everything You Need to MMO, p. 18 • Postmortem: Jedi Mind Trick: Choice and Consequence in KOTOR II, p. 30 • Sleeping Dogs do it, p. 46 May 2005 issue: • Intelligent Solutions for Ambiguous Player Controls, p. 19 • Postmortem: Indie Power! Riding the FBI with Alien Hominid, p. 28 • The Wright Stuff, p. 48 June-July 2005 issue: • Playing Smart with IP, p. 17 • Postmortem: A Collective Backbone: Foundation 9’ Development Dream, p. 24 • Familiar, Yet Different, p. 40 August 2005 issue: • Postmortem: Head Games: Double Fine’s Psychonautic Break, p. 30 • The Right to Bare Arms, p. 46 September 2005 issue: • State of the Industry: Mobile Games, p. 11 • Mobilizing Content: Porting Games for Mobile Devices, p. 23 • Postmortem: Before Crisis: Final Fantasy VII, p. 28 • Don’t Cell Out, p. 40 October 2005 issue: • Postmortem: The Graphical Styling of Resident Evil 4, p. 26 • Negative Feedback, p. 41 November 2005 issue: • What Games Have to Teach Us, p. 9 • Scaling the Cabal: Valve’s Design Process for Creating Half-Life 2, p. 20 • Stealth Education, p. 40 December 2005 issue: • Postmortem: Designing Pac-Man, p. 26 • Rules of Interest, p. 39 January 2006 issue: • Postmortem: Chomping at the Bit: Wideload Games’ Studio Experiment Bites Back with Stubbs, p. 24 • Schafer on Creativity, p. 41 February 2006 issue: • State of the Industry: Casual Games, p. 9 • Postmortem: The Buzz on Hamonix’s Guitar Hero, p. 24 • When the Hunter Becomes the Hunted, p. 38 March 2006 issue: • Postmortem: Gun: The Good, the Bad and the Ugly, p. 34 • The Judo Rule, p. 62 April 2006 issue: • Urban Development, p. 19 • Postmortem: Ubisoft’s Peter Jackson’s King Kong, p. 28 • Interview: The Wright Stuff, p. 38 • Emergent Complexity, p. 54 May 2006 issue: • The Art of Self-Promotion, p. 13 • Postmortem: Konami’s Metal Gear: Playing the 3D Card, p. 28 • Interview: Cliff Bleszinski: At War with Complacency, p. 39 • 112 Down, 288 to go: The State of The 400 Project, p. 53 June-July 2006 issue: • Postmortem: Indigo Prophecy – The Nightmare of the Original Concept, p. 24 • Better Living through Games, p. 38 August 2006 issue: • The Power of Pacing – Designing Games for Lasting Impact, p. 13 • Postmortem: Reestablishing an Icon: The Peaks and Pitfalls of Tomb Raider: Legend, p. 24 • Interview: Masaya Matsuura, p. 31 • Fair Play, p. 40 September 2006 issue: • Interview: Alexey Pajitnov, Master of Shapes, p. 10 • State of the Industry: PC Games, p. 19 • Postmortem: Gamevil’s NOM, p. 25 • 51 Ways to Die: An Interview with Goichi Suda, p. 31 • Invisible Monsters: Tales from the Uncanny Valley, p. 45 October 2006 issue: • Ranking and Matchmaking: Grouping Online Players for Competitive Gaming, p. 25 • Postmortem: Iron Lore’s Titan Quest, p. 36 • Interview: Michiru Yamane, p. 43 • Publisher Compatriots: What game designers need from their sugar mommas, p. 47 November 2006 issue: • Getting Lucky: The ‘Magic: The Gathering’ Creator’s Stance on Chance, p. 11 • Postmortem: Creeping Death: Designing the DeathWalk System in Prey, p. 31 • Changing Brains, p. 42 December 2006 issue: • Postmortem: Detonating Introversion’s DEFCON, p. 26 • Designer Genes, p. 35 |
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#5 | ||||||||
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Senior Member
Location: Montreal, Canada |
For Game Developer Magazine readers:
Part 2 (January 2007 – August 2008) January 2007 issue: • Postmortem: Not Your Typical Grind: Tony Hawk’s Downhill Jam for Wii, p.30 • Do, Don’t Show, p.42 February 2007 issue: • Scrum Rising: Agile Development Could Save your Studio, p.21 • Postmortem: Resistance: Fall of Man, p.28 • All for Games: An Interview With Warren Spector, p.39 • Believing the Impossible, p.51 March 2007 issue: • State of the Industry: Digital Distribution, p.11 • Postmortem: Sam & Max: A Journey Through Episodic Gaming, p.26 • Interview: Gamelab’s Peter Lee, p.35 • Interview: Ralph Baer, p.38 • Casual Starters, p.52 April 2007 issue: • Postmortem: Advent of Advergaming: Blitz Games’ Burger King Games, p.20 • Software Toys, p.35 May 2007 issue: • Moving On Up: Advancing your Career in the Game Industry, p.7 • Going Freelance,p.15 • Postmortem: Konami’s Elebits, p.28 June-July 2007 issue: • For Better or Worse: A Quality of Life Update, p.7 • Postmortem: Big Huge Games’ Catan for Xbox Live Arcade, p.20 • Reflexes and Reflection, p.29 August 2007 issue: • Postmortem: Final Fantasy XII, p.23 • Hybrid Vigor, p.43 September 2007 issue: • Saving the Day: Save Systems in Games, p.7 • The Subversion Game: An Interview with Harvey Smith, p.33 • Postmortem: Infinite Interactive’s Puzzle Quest: Challenge of the Warlords, p.43 • Status Symbols: Why human psychology should influence game designers, p.50 October 2007 issue: • Postmortem: Realtime Worlds’ Crackdown, p.26 • Hal and Mycroft: A Tale of Two Computers, p.41 November 2007 issue: • Scaling Small, p.7 • Postmortem: 2K Games’ Bioshock, p.20 • Fishy Rules, p.38 December 2007 issue: • Purchasing Power: Item-based payment models in Korean games, p.9 • Textual Healing: What Graphical MMOs Can Learn From Their Text-Based Ancestors, p.16 • Postmortem: 5th Cell’s Drawn to Life, p.23 • Interview: Akira Yamaoka, p.31 • When Tales Wag the Dog, p.41 January 2008 issue: • Thinking with Portals: Creating Valve’s New IP, p.7 • Postmortem: Midway Games’ Stranglehold, p.32 • Orange Box, Gold Star, p.51 February 2008 issue: • Difficulty is Difficult: Designing for Hard Modes in Games, p.6 • Postmortem: Ratchet & Clank Future: Tools of Destruction, p.32 • Creating Halo 3’s Legendary Mode, p.42 • Multiple Variations on a Single Theme, p.63 March 2008 issue: • Postmortem: Infinity Ward’s Call of Duty 4, p.24 • Coming of Age, p.48 April 2008 issue: • Ode to Short Dialog: Reconsidering the Sound Bite, p.17 • Postmortem: Naughty Dog’s Uncharted: Drake’s Fortune, p.24 • The Player’s Handbook: Picking your role in The Game Industry™, p.40 • Seven Deadly Strategy Sins, p.44 • A Call for Standardized Job Titles, p.56 May 2008 issue: • Engines of Creation, p.7 • The Game Developer Market, p.17 • Idea Synthesis, p.25 • Interview: Mike Zak, p.30 • Postmortem: Harmonix’s Rock Band, p.36 June-July 2008 issue: • Land of the Free: The Rise of the Tiny MMO, p.7 • Intelligent Brawling: Analyzing the Genre to Build a Better Beat ’Em Up, p.15 • Postmortem: Square Enix’s Final Fantasy Crystal Chronicles: My Life as a King, p.34 • Interview: Masafumi Takada, p.42 • 2D vs 3D: Choosing the Right Camera System for your Game, p.55 August 2008 issue: • Game Brains: A Survey of AI Middleware, p.7 • Interview: Hirokazu Tasuhara, p.18 • Postmortem: Penny Arcade Adventures, p.28 • Humor Me, p.48 |
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#6 | ||||||||
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Senior Member
Location: Montreal, Canada |
Recently added articles: The Tao of Game Design, Invisible Walls, The Systems Approach, Game Design Psychology: The Full Hirokazu Yasuhara Interview, Defining Boundaries: Creating Credible Obstacles In Games, Part 2, The Megatrends of Game Design, Part 1
Last edited by Marco Roy : 08-28-2008 at 07:35 AM. |
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#7 | ||||||||
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Member
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Man I'm going to have to read one of these a day; but thanks for doing it now I don't have worry if I missed one on Gamasutra.
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#8 | ||||||||
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Senior Member
Location: Toronto, Ontario |
Very interesting articles! I must find time to read these
*sneaks onto the internet at school* ![]() |
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#9 | ||||||||
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Administrator
Location: London, UK |
I can barely keep up with reading all of Gamasutra's features
! Thanks for sharing the links!
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Michael 'Adrir' Scott :: Games, Virtual Worlds, Education Networking | Research | Teaching |
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#10 | ||||||||
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Senior Member
Location: Montreal, Canada |
New articles: Difficulty is Difficult, Documents of Newly Published Xbox Live Game Made Public, Are Video Games Bad for Comics?, Design Language: Designer Derivations
__________________
Aspiring game designer and software engineering student at École de technologie supérieure (ETS) ◄ CONJURE ♣ IGDA Profile ♦ LinkedIn Profile ♥ Facebook Page ♠ My Website ► |
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*sneaks onto the internet at school* 



! Thanks for sharing the links!
Linear Mode

