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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

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Interview with Chris Rausch

Published in Business

By Tiffany Smith - We talk to the co-owner/co-founder of SuperVillain Studios about where he's come from and where he's going - especially with regard to SuperVillain...

Interview with Dan Paladin

Published in Business

By Tiffany Smith - We have a short chat with The Behemoth's well-known artist Dan Paladin about his influences, artistic style, working at Behemoth and their latest t...

Can Mobile Payments Help You Get Paid?

Published in Business

By Kevin Spector - Top 6 mobile payment considerations for online and social network game developers from the CEO of Mobile First.


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IGF 2010: Jamie Cheng

Jun 18 2010 02:27 PM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Jamie Cheng, co-creator of the IGF finalist game Shank, nominated for Excellence in Visual Art

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Can Mobile Payments Help You Get Paid?

Jun 16 2010 05:19 AM | Posted By Kevin Spector in Business
Top 6 mobile payment considerations for online and social network game developers from the CEO of Mobile First.

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IGF 2010: Marc ten Bosch

Jun 14 2010 11:59 AM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Marc ten Bosch, creator of the IGF finalist game Miegakure, nominated for Excellence in Design

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IGF 2010: Lazy 8 Studios

May 27 2010 02:04 PM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Rob Jagnow, creator of the IGF finalist game Cogs, nominated for Excellence in Design

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Triangle Game Conference 2010

May 06 2010 02:12 AM | Posted By Drew Sikora, Danny Green in Event Coverage
A look at what went down at this year's TGC as well as select session coverage with links to video coverage and slides as well.

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IGF 2010: Loren Schmidt

Mar 04 2010 03:18 AM | Posted By Oli Wilkinson, Drew Sikora in Interviews
We talk to Loren Schmidt, creator of the IGF finalist game Star Guard, nominated for Excellence in Design

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IGF 2010: Daniel Benmergui

Feb 26 2010 12:27 PM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Daniel Benmergui, creator of the IGF finalist game Today I Die, nominated for a Nuovo Award

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IGF 2010: Krystian Majewski

Feb 24 2010 08:38 AM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Krystian Majewski, creator of the IGF finalist game TRAUMA, nominated for the Seumas McNally Grand Prize, Excellence in Visual Art and Excellence in Audio

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Games Middleware in a Changing Market

Feb 22 2010 09:33 AM | Posted By Eric Schumacher in Business
This article takes a retrospective look at game development in 2009, and investigates the trends that are defining the market in 2010

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IGF 2010: Dejobaan Games

Feb 15 2010 05:52 AM | Posted By Oli Wilkinson, Drew Sikora in Interviews
We talk to Ichiro Lambe, founder and president of Dejobaan Games, makers of AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity, which is nominated for Excellence in Design

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Managing a Mod Team

Feb 15 2010 05:37 AM | Posted By Philip Edwards in Business
This article goes over important topics and practices involved with keeping a volunteer mod team motivated through development of a project, how to handle widely-dispersed teams and how to attract players/developers to your project

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IGF 2010: Team Meat

Feb 12 2010 05:23 AM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Edmund McMillen and Tommy Refenes, the creators of Super Meat Boy, nominated for the Seumas McNally Grand Prize and Excellence in Audio

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IGF 2010: Strange Loop Games

Feb 08 2010 09:45 AM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to John Krajewski from Strange Loop Games, project lead on IGF finalist Vessel, nominated for Technical Excellence

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IGF 2010: Pocketwatch Games

Feb 05 2010 07:06 AM | Posted By Drew Sikora, Oli Wilkinson in Interviews
We talk to Andy Schatz from Pocketwatch Games, creator of IGF finalist Monaco, nominated for Design and the Seamus McNally Grand Prize

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EDI Games

Jan 20 2010 10:46 AM | Posted By Oli Wilkinson in Interviews
We speak to Raymond Jacobs, founder of Massachusetts–based independent game studio Ethereal Darkness Interactive about their history and experiences developing RPG-Adventure games Morning’s Wrath and The Lost City of Malathedra.

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Unity CEO David Helgason

Dec 23 2009 12:00 PM | Posted By Oli Wilkinson in Interviews
David talks to us about how Unity got started, what motivated and steered them in the decisions they've made with the engine, and how they're working with the community to make it even better

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Flavien Brebion

Dec 09 2009 07:34 AM | Posted By Oli Wilkinson in Interviews
Flavien "Ysaneya" Brebion talks in-depth and technical about his procedurally-generated space MMO Infinity

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Screen Yorkshire: Nokia Ovi Store Developers Event

Nov 25 2009 04:02 AM | Posted By Oli Wilkinson in Event Coverage
Coverage of the Nokia-hosted event that featured speakers presenting on Nokia’s Ovi Store and the Forum Nokia development program for developers

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MIGS 2009

Nov 23 2009 09:14 PM | Posted By Drew Sikora in Event Coverage
Overview of this year's Montreal International Games Summit, links to coverage of sessions, and coverage of select sessions by the author

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Unity Summer of Code Post Mortem: Cutscene Editor

Nov 19 2009 03:48 PM | Posted By Oli Wilkinson in Interviews
In the final part of our Unity Summer of Code interviews we speak to Canadian programmer and filmmaker Matthew Miner about his experiences developing his Cutscene Editor project for Unity.

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Unity Summer of Code Post Mortem: External Lightmapping Tool

Nov 11 2009 10:01 AM | Posted By Oli Wilkinson in Interviews
We talk to Polish developer and Informatic student Michal Mandrysz about the creation of his External Lightmapping tool for Unity, a project selected for this year’s Unity Summer of Code competition.

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Unity Summer of Code Post Mortem: Terrain Toolkit

Nov 03 2009 09:12 PM | Posted By Oli Wilkinson in Interviews
Sándor Moldán speaks to us about the development of his Terrain Toolkit, a project selected for this year’s Unity Summer of Code competition.

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Game QA & Testing Chapter 3

Nov 02 2009 07:33 PM | Posted By Luis Levy and Jeannie Novak in Business
This chapter goes into detail about what kind of testing a game goes through, and the various stages of testing

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GameX Industry Summit/Expo

Oct 30 2009 12:00 PM | Posted By Drew Sikora in Event Coverage
An overview of the industry summit and consumer show that debuted this year outside of Philadelphia, PA

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Unity Summer of Code Post Mortem: Detonator

Oct 27 2009 08:55 PM | Posted By Oli Wilkinson in Interviews
Artist and programmer Ben Throop talks to us about his experiences developing Detonator, a parametric explosion system for Unity picked for this year’s Unity Summer of Code competition.

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