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- Your game industry in your words: Week of February 3
- Get a job: Visceral Games, 2K Marin, and others hiring now on the Gamasutra jobs board
- Another ratings group and 470,000 game addicts, this week in Korean news
- Apple removes several iOS copycat games from one offending developer
- Halfbrick, Bejeweled, Pocket Gems talks added to GDC 2012 Smartphone Summit
- Best of Indie Games: From The Cat that Got the Milk to Hack, Slash, Loot
- Disgaea performance boosts Nippon Ichi earnings estimates
- Report: Layoffs hit EA's Vancouver branch as company makes digital shift
- Microsoft's Xbox Live policy director resigning
- Kingdom Rush takes on Where's My Water? on iPad charts
- News: Viacom earnings fall, Harmonix dispute blamed
- News: SEGA 9 month profit down 6.6% YoY as games buoyed by Pachinko
- News: Eutechnyx signs Brain in a Jar for latest racing game
- News: Nippon Ichi increases net income forecast to ¥203m
- News: Zynga designer and Nexon exec join AIAS board
- News: Seamus Blackley: iOS is the "new arcade", 99c the "new quarter"
- News: Xbox marketing head joins Apple
- News: 6Waves Lolapps denies breaching NDA with Spry Fox
- News: GFACE launches Crytek backed freemium service
- News: DDM appoints new director of business development
- News: Harvest Moon creator Yasuhiro Wada founds new studio
- News: DeNA Studios Canada opens in Vancouver
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Blogroll
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Oct
In this article we take a look at the emegence of cooperative gameplay in video games. How and when it came about but also some of the not so cooperative gaming styles that emmerged and consequentially had to be taken care of.
Title: ‘A Brief History of Co-Op in Multiplayer Games’
Written by: Jonas Smith(www.jonassmith.dk)
Read aloud by: Ryan Wiancko on October 31st, 2008
Oct
Another great article written by Mr. Fristrom on further streamlining your workflow as well as shaving months off of your development cycle. We go into some of his experience dealing with the dilema of reusing your old engine or making a new one.
Oh and Happy Halloween!
Title: ‘Reuse and Replace’
Written by: Jamie Fristrom(www.gamedevblog.com)
Read aloud by: Ryan Wiancko on October 31th, 2008
Oct
We are coming back to Jamie Fristroms ‘Manage in Strange Lands’ series with a two part article on Turn around time. While briefly touching on content development the bulk of this Article deals with compile times and programming oriented issues in speeding up your overall turnaround in order to avoid downtime and the loss of flow
Title: ‘Turn around Time’
Written by: Jamie Fristrom(www.gamedevblog.com)
Read aloud by: Ryan Wiancko on October 30th, 2008
Oct
In the second article written by Bruno Urbain we briefly look at one of the large oversights plaguing designers of DS titles. That of course being that there exist a whole strange mutant race of people(myself and Bruno included) that uses their left hand for day to day tasks instead of the right. While most feel that we should simply be shipped off to an island somewhere to re-enact lord of the flies the rest feel like there should be some consideration paid to those of us in the world that have gotten over being right handed
Title: ‘Designing DS for Lefties’
Written by: Bruno Urbain(www.bruno-urbain.com)
Read aloud by: Ryan Wiancko on October 30, 2008
Oct
Our first Bruno-Urbain set starts off with an Article on Playtesting.As we dive into the heart of this well written piece we discuss pitfalls to avoid. We touch on areas such as how to prepare your team to best handle the criticism of their work and how to get the most of your playtesting team
Title: ’10 Tips on Playtesting’
Written by: Bruno Urbain(www.bruno-urbain.com)
Read aloud by: Ryan Wiancko on October 29, 2008
Oct
We end this first series of 5 Daniel Cook articles The Chemistry of Game Design. This fat articles goes to ask the question ‘Can we apply the same principals that science used to bring humanity out of the dark ages of Alchemy and into the enlightened understanding of Chemistry unto the Gaming industry’ . The answer of course could help us create truly meaningful and masterfully created psychological experiences through gameplay. It could also be an understanding that allows your game to be one of the 4% of games that actually makes a profit, so instead of ‘flying blind‘ and hoping your features will make your product enjoyable take a lesson out of Daniel’s book and increase your chances by increasing your knowledge of your craft
Title: ‘The Chemistry of Game Design’
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Ryan Wiancko on October 26, 2008
Oct
In the 4th Article by Daniel Cook we discuss the underlying Value of Games and Debunk the theory that games are no more than a collection of Spreadsheets and Mathematics. But how much more can they truly be?
Title: ‘Millions of Peaches – The Value of Games’
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Ryan Wiancko on October 26, 2008
Oct
We are pleased to present the 3rd Article from Daniel Cook titled “What actitivies can be turned into games?. In this article we take a look at the emergence of alternate activies being turned into video games(wii fit for example) and talk about what could possible be in store in this area of game development
Title: ‘What actitivies can be turned into games?’
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Ryan Wiancko on October 26, 2008
Oct
Our Second article from Daniel Cook entitled Building fun into software takes a hard look at what the software world can learn from the game industry about making better software
Title: ‘Building Fun into Software’
Written by: Daniel Cook (www.lostgarden.com)
Read aloud by: Ryan Wiancko on October 25, 2008
Oct
In our first article from Daniel cook we Explore the use and importance of Theme in Game Design and how it differs from the use of Theme in other medium such as books and film

