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Game Industry

Resources Listed: 35
Game Industry
Topic Author Description
10 Tips for Better Playtests
[Added: 11/22/2007]
Bruno Urbain  Learn 10 ways to make the experience of play testing your game better for the people involved, both game players and team members alike 
A Case for Flexible Milestone Deliverables
[Added: 7/31/2007]
Tom Buscaglia  addresses the fallacy of detailed “Static Milestone Deliverables” and discusses a preferred methodology involving “Flexible Milestone Deliverables.” 
Am I In the Wrong Degree Program?
[Added: 3/11/2008]
Tom Sloper  Are you a student who's unsure about the path you've chosen to get into the games industry? Wondering whether a gaming school or a normal school is the right choice? Well you're not the only one who has these questions, and there's no time like the present to get some answers. 
An Overview to Game Development
[Added: 6/15/2007]
Nathan Madsen  Covers many problems and pitfalls new developers and freelancers encounter and how to deal with them 
Become a Video Game Designer: Everything You Need to Know
[Added: 1/20/2009]
Tony Huynh  More so than any other discipline in the video game industry, the game designer is the most outwardly glamorous position. The game designer is the linchpin that holds animation, art, and programming together. So, how do you become one? 
Business Planning Part 1
[Added: 5/6/2008]
Mona Ibrahim  Learn all you need to know about the basics of setting up a business entity to self-publish your games or start your own studio, from the people on your business team to the type of business entity you need to create to best suit your needs. 
Business Planning Part 2
[Added: 5/12/2008]
Mona Ibrahim  So you've learned how to set up your business but what about financing? Product Insurance? Working this all into an actual company? Get it all laid out along with a guide to setting up your LLC 
Demo Night VI
[Added: 8/30/2007]
Drew Sikora  social gaming, 8-bit adventure, classic remake - just three of the six types of games demoed at this bi-annual NYC event 
Developer Spotlight: Dave Eberly
[Added: 6/5/2007]
Emmanuel Deloget  We interview Dave Eberly about his views on the game industry 
Developer Spotlight: Jonathan Blow
[Added: 5/21/2007]
Emmanuel Deloget  We interview Jonathan Blow about his views on the game industry 
Developer Spotlight: Wolfgang Engel
[Added: 9/25/2007]
Emmanuel Deloget  We interview Wolfgang Engel about his views on the game industry  
FlashGameLicense.com Interview
[Added: 8/25/2009]
Oluseyi Sonaiya  We talk to the people behind FlashGameLicense.com about the services they have to offer to Flash game developers 
Game QA & Testing Chapter 3
[Added: 11/3/2009]
Luis Levy and Jeannie Novak  This chapter goes into detail about what kind of testing a game goes through, and the various stages of testing 
IGF 08 Interviews Part 1
[Added: 2/6/2008]
Drew Sikora  Insights and advice from the IGF finalists behind Audiosurf, Battleships Forever, Clean Asia!, Noitu Love 2: Devolution, and The Path 
IGF 08 Interviews Part 2
[Added: 2/11/2008]
Drew Sikora  Insights and advice from the IGF finalists behind Snapshot Adventures: Secret of Bird Island, Tri-Achnid, Goo!, Fret Nice, and Cinnamon Beats 
IGF 08 Interviews Part 3
[Added: 2/13/2008]
Drew Sikora  Insights and advice from the IGF finalists behind Crayon Physics Deluxe, Hammerfall, Iron Dukes, OokiBloks, and World of Goo 
IGF 08 Interviews Part 4
[Added: 2/15/2008]
Drew Sikora  Insights and advice from the IGF finalists behind Synaesthete, Fez, Globulus.com, Axiom: Overdrive, and Gumboy Tournament 
IGF 09 Interviews: Part 1
[Added: 2/25/2009]
Drew Sikora  We talk to the developers from the IGF finalist games "The Graveyard", "Cletus Clay", "You Have To Burn The Rope" and "Zeno Clash" to get their insight into game development and learn more about their entries into the IGF 
IGF 09 Interviews: Part 2
[Added: 3/11/2009]
Drew Sikora  We talk to the developers from the IGF finalist games "Osmos", "Mightier", "Brainpipe", "The Maw" and "Retro/Grade" to get their insight into game development and learn more about their entries into the IGF 
IGF 09 Interviews: Part 3
[Added: 4/11/2009]
Drew Sikora  This compiles the rest (but sadly not all) of the finalists interviewed for this year's IGF - IncrediBots, FEIST, Snapshot, Cortex Command, Musaic Box, Dyson, Machinarium, CarneyVale Showtime, and Coil  
Interview with Jamie Woodhouse
[Added: 4/22/2009]
Graham Rhodes  We interview the sole developer of a game that has been ported to numerous consoles over the course of 20 years, such as BBC, Amiga, GBA and now PC. How he has grown and evolved as an indie over this time is revealed. 
Interview with PushButton Labs
[Added: 7/1/2009]
Oluseyi Sonaiya  We interview Ben Garney, one of the lead developers behind the new Flash gaming engine being developed by PushButton Labs, many of whom are former employees of Garage Games. 
Lessons Learned – Hobby Game Development
[Added: 11/4/2008]
Lloyd Tullues  After creating a game engine to learn and make prototypes, Lloyd has indeed picked up on many good habits he would like to pass along to the rest of the development community, and other hobbyist developers especially 
Making Your Game Shine
[Added: 4/20/2007]
Joe Lieberman  Tips on making your game look good to customers from ArcadeTown's head of business development 
Practical Tips for Independent Game Development
[Added: 9/1/2009]
Jacob A. Stevens  This article explores various logistical pitfalls of independent game development. By examining topics such as team member selection, iterative development, tool production, and design documentation, the author explains how he broke free from a cycle of unfinished products by creating a streamlined development workflow. 
Starbreeze Business Analysis
[Added: 12/19/2007]
Sebastian Rushworth  Case study of Starbreeze Studios (makers of The Darkness), discussing the company's situation from a business perspective 
Start to Finish: Publishing a Commercial iPhone Game
[Added: 10/16/2008]
Niklas Wahrman  A motivational story on how a student and part-time developer was able to complete an Android project and a port to iPhone for commercial release in less than a year. 
SXSW 2008 Session Picks
[Added: 9/17/2007]
Sande Chen  10 must-vote sessions for the upcoming South by Southwest Interactive Conference and Festival 
The 7 Deadly Sins of Startup Companies
[Added: 1/28/2009]
Roman Lembersky  Roman shares what he's learned from being involved with startups and what you should avoid at all costs if you're thinking of starting up a business and want to be successful later on down the road 
The Elusive Demo Portfolio
[Added: 9/17/2008]
Lee Winder  After spending years looking over applicants and stressing about his portfolio at one point in his career as well, Lee gives pointers on making your programming portfolio as strong as possible, and reviews existing portfolios as examples 
The Price Is Right for In-Game Advertising
[Added: 5/1/2008]
Ran Cohen  Ran has been at the forefront of Eyeblaster's foray into the world of in-game advertising which they have turned into a successful revenue model. Ran explains why in-game advertising works and important things to consider when implementing it in your games 
Unity Interview
[Added: 8/20/2007]
Drew Sikora  We talk to one of the founders of the Unity game engine 
What A Portal Wants
[Added: 2/21/2007]
Joe Lieberman  ArcadeTown's head of business development gives us his take on what makes a game suitable for an online portal. 
Why Use Scrum?
[Added: 6/24/2008]
Clinton Keith  Formerly of High Moon Studios, Clint was one of the forerunners of the agile movement in the games industry. As project complexity scales higher, management is becoming an increasing issue. Big hits don't always pay back today's huge cost of development. Should you adopt agile? What is agile? How will it help you? Find out! 
Working Nowhere and Everywhere
[Added: 7/23/2009]
Christopher Natsuume  Boomzap is a casual games developer that has employed a highly-successful business model of being completely virtual. No offices, lots of outsourcing and daily online communication. See how they pull it off and how you can too! 
 
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