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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
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.
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
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
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.
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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.
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.
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.
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
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
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.