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Mar 2006     Spore: Pre-Production Through Prototyping
Feb 2006     Are Games Addictive? The State of the Science
Jan 2006     How to Pick Up Women: LimeLife's Kristin McDonnell on Female Gamers
Dec 2005     Enhancing the Effectiveness of In-Game Advertising
Nov 2005     The End Of Copyright
Oct 2005     Proof of Learning: Assessment in Serious Games
Oct 2005     The Unique Design Challenge of Pinball Simulations
Aug 2005     Playing at Reality: Exploring the Potential of the Digital Game as a Medium for Science Communication
Jul 2005     You Must Play Facade, Now!
Jul 2005     What Every Game Developer Needs to Know about Story
Jul 2005     Active Storytelling in Games
Jun 2005     A Letter from the Cockpit
Jun 2005     Doctoral Thesis: Story Games and the OPIATE System
Jun 2005     Better Games Through Usability Evaluation and Testing
Jun 2005     Into the Woods: A Practical Guide to the Hero's Journey
May 2005     E3 Report: Education Arcade - Case Studies: Civilization
May 2005     Mobile Postmortem: Bill & Ted's Excellent Adventure
Apr 2005     The Psychology Behind Games
Apr 2005     Book Review: Chris Crawford on Interactive Storytelling
Mar 2005  *  106 What Makes Music for Games "Music for Games"?
Mar 2005  *  104 Global Mobile Games: New Business Models, Hit Games, and Mobile People from Around the Planet
Mar 2005  *  61 GDC Report: Will Wright's "The Future of Content" Lecture
Mar 2005  *  2 Why Isn't the Game Industry Making Interactive Stories?
Mar 2005  *  1 Hal Barwood on Integrating Narrative into Play
Mar 2005     Interactive Narratives Revisited: Ten Years of Research
Mar 2005  *  1 How Can You Tell if a Videogame is Rubbish?
Feb 2005  *  5 Question Of The Week Responses: Moral Responsibilities of Game Creators
Feb 2005  *  1 What's On the Designer's Bookshelf?
Feb 2005     Soapbox: Warning - Playing Video Games May Pose a Serious Risk to Your Health
Jan 2005     A Few Remarks on Creative Play
Jan 2005     Educational Games Don't Have to Stink!
Dec 2004     Soapbox: Technoholism - A 12-step Recovery Plan
Dec 2004     Ethics of Game Design
Dec 2004     Game Design: Theory & Practice Second Edition: "Interview with Jordan Mechner"
Dec 2004     How Many Endings Does a Game Need?
Dec 2004  *  8 The Theory of Game Relativity and its Link to Design Innovation, Predicting Emergent Gameplay
Dec 2004  *  9 Book Excerpt: "A Theory of Fun for Game Design" - What Games Aren't
Dec 2004  *  5 Fluttering Off the Beaten Path - Cecropia Tries Game, 2D Animation 'Interactive Film' Hybrid
Nov 2004  *  4 Soapbox: On Girls and Video Games
Nov 2004  *  2 Manager In A Strange Land: Dependencies, Part Two
Nov 2004  *  5 The State Of Church: Doug Church on the Death of PC Gaming and the Future of Defining Gameplay
Nov 2004  *  2 Dramatic Novelty in Games and Stories
Nov 2004  *  13 Natural Funativity
Nov 2004  *  1 Soapbox: Why Virtual Worlds are Designed By Newbies - No, Really!
Nov 2004  *  1 Game Design: Theory & Practice Second Edition: "Not All Game Design Documents Are Created Equal"
Oct 2004  *  2 Postmortem: Nayantara's Star Chamber
Oct 2004  *  3 Tokyo Game Show: Developer Conversations
Oct 2004  *  1 Book Review: 3D Game-Based Filmmaking: The Art of Machinima
Oct 2004  *  1 The Perils of Bottom-up Game Design
Oct 2004  *  1 Manager In A Strange Land: Dependencies, Part One
Oct 2004  *  3 Postmortem: Stardock's The Political Machine
Sep 2004  *  1 Event Wrap-Up: Austin Game Conference and Women's Game Conference
Sep 2004  *  2 Weaving the Threads: Storytelling in City Of Heroes
Sep 2004  *  4 Aviators, Moguls, Fashionistas and Barons: Economics and Ownership in Second Life
Sep 2004  *  4 Unmasking the Avatar: The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition
Sep 2004  *  1 Environmental Storytelling Part III: Lessons Learned in the Virtual World
Sep 2004  *  2 A Perfect Short Game
Sep 2004  *  2 Manhunt to Mortal Kombat: The Use and Future Use of Violence in Games
Aug 2004  *  1 Manager In A Strange Land: Sliding Democracy
Aug 2004     Book Review: Creating Emotion in Games
Aug 2004  *  3 Kicking Butt by the Numbers: Lanchester's Laws
Jul 2004  *  2 The Potential of America's Army as Civilian Public Sphere
Jul 2004     First-Person Control Design for Dual Analog Stick Controllers
Jul 2004  *  1 Postmodernism and the Three Types of Immersion
Jul 2004  *  2 Doing Mushrooms, Miyamoto-Style
Jul 2004  *  2 Manager In A Strange Land: Old-Fashioned Communication
Jun 2004  *  1 Alternative Game Controllers
Jun 2004  *  1 Interactive Narrative: Theory and Practice
Jun 2004     Bad Game Designer, No Twinkie! V
Jun 2004  *  1 Postmortem: The Game Design of Surreal's The Suffering
May 2004  *  4 The Anti-Communist Manifesto
May 2004     Watching Games And Playing Movies: The Influence Of Cinema On Computer
May 2004     Designing with Gameplay Modes and Flowboards
Apr 2004     Instrumentation: The Game Composer's New Challenge
Apr 2004     The Secret's in the Schedule: Bending The Mythical Man-Month
Apr 2004  *  1 The Secret's in the Schedule: Bending The Mythical Man-Month
Apr 2004     Manager In A Strange Land: Better Communication Through Software
Mar 2004     Book Review: Andrew Rollings and Ernest Adams on Game Design
Mar 2004  *  1 Cross-Platform User Interface Development
Mar 2004  *  2 The Experimental Gameplay Workshop
Mar 2004  *  2 Daniel James on Puzzle Pirates, Online Community Management, Cutlass Waving
Mar 2004     Encouraging Innovation in Game Development
Mar 2004     14 Ways of Drawing Players in With an Opening Cinematic
Mar 2004     Entertainment Experience First, Videogame Second: The Making of the Return of the King
Mar 2004  *  3 Gonzalo Frasca Discusses Academia and Political Gaming
Mar 2004  *  1 Learning by Design: Games as Learning Machines
Mar 2004  *  1 Book Review: Chris Crawford on Game Design
Mar 2004  *  1 Manager In A Strange Land: The Czar Chart
Mar 2004  *  5 Improving Player Choices
Mar 2004     Autonomous Real-Time Camera Agents in Interactive Narratives and Games
Feb 2004     Design and Development of Simulation/Game Software: Implications for Higher Education
Feb 2004     Random Thoughts on Mobile Games
Feb 2004  *  1 Postmortem: The Collective's Indiana Jones and the Emperor's Tomb
Feb 2004  *  1 Manager In A Strange Land: The Dead Zone
Feb 2004  *  8 2003 Game Development Salary Survey
Feb 2004  *  2 Manager In A Strange Land: Milestones Considered Harmful?
Feb 2004  *  1 Developing Your Own Replay System
Jan 2004  *  1 Manager In A Strange Land: Multi-Class Characters
Jan 2004  *  2 Postmortem: Disney Online's Toontown
Jan 2004  *  2 Manager In A Strange Land: Crunch
Jan 2004  *  1 Lost In Translation--Japanese and American Gaming's Culture Clash
Jan 2004  *  1 What Evil Lurks in the Hearts of NPCs?
Jan 2004  *  1 Manager In A Strange Land: Reuse and Replace
Jan 2004     Manager In A Strange Land: Optimizing A Team
Dec 2003  *  1 Manager In A Strange Land: Reining In Enthusiasm
Dec 2003  *  1 Postmortem: Eutechnyx' Big Mutha Truckers
Dec 2003  *  1 Manager In A Strange Land: Collaborating With Wiki
Dec 2003  *  1 Manager In A Strange Land: Churning
Dec 2003     Spatial Principles of Level-Design in Multi-Player First-Person Shooters
Dec 2003  *  2 Manager In A Strange Land: Content Turnaround
Dec 2003  *  3 Personality Parameters: Flexibly and Extensibly Providing a Variety of AI Opponents' Behaviors
Dec 2003     Inside a Game Design Company
Nov 2003  *  4 Manager In A Strange Land: Turnaround Time
Nov 2003  *  2 Interview: Bruce Shelley: The Mythology Of Empires
Nov 2003  *  4 The intranet gets serious: Part 2: making knowledge sharing work
Nov 2003  *  1 The Making Of The First Symphonic Game Music Concert In Europe
Nov 2003     How Funcom Squashed Bugs With Bugzilla
Nov 2003  *  1 Manager In A Strange Land: The Second Law of Bad Management
Nov 2003  *  1 Manager In A Strange Land: Benchmarking, Part 2
Nov 2003  *  5 Riffing on Tolkien: The Conceptualization, Production, and Dissemination of Music in The Lord of the Rings
Nov 2003     Object Oriented Story Construction in Story Driven Computer Games
Nov 2003  *  1 Manager In A Strange Land: Benchmarking, Part 1
Nov 2003  *  1 A Television Production Model For MMORPGs?
Oct 2003  *  2 Manager In A Strange Land: Books Are Good
Oct 2003  *  8 Agitating for Dramatic Change
Oct 2003  *  1 Manager In A Strange Land: ! / $
Oct 2003  *  1 Hardware Designers: Talk to Us!
Oct 2003  *  2 Manager In A Strange Land: Most Projects Suck
Oct 2003  *  6 Tokyo Game Show 2003
Oct 2003     Mediating User Interaction in Narrative-Structured Virtual Environments
Oct 2003  *  1 Policing Online Games: Digital Currency
Oct 2003  *  2 Game Taxonomies: A High Level Framework for Game Analysis and Design
Sep 2003     Evolution of Interaction Schemes in Computer Role-Playing Games
Sep 2003  *  3 The Birth Of The Mobile MMOG
Sep 2003     Unencumbered Full Body Interaction in Video Games
Aug 2003     Not Just Rappers and Athletes: Minorities in Videogames
Aug 2003     Video Games: Perspective, Point-of-View, and Immersion
Aug 2003  *  2 Better Game Design through Data Mining
Aug 2003  *  4 Marc Laidlaw On Story And Narrative In Half-Life
Aug 2003     Tuning Puzzle Games for Non-Puzzle Gamers
Jul 2003  *  1 In the Beginning Was the Word
Jun 2003  *  3 Applying Risk Analysis To Play-Balance RPGs
Jun 2003  *  3 Power Balancing: An Interview With Chris Crawford
Jun 2003  *  1 An Architects Perspective On Level Design Pre-Production
May 2003  *  1 What Are The Cultural Borderlines Of Games?
May 2003     Bad Game Designer, No Twinkie! IV
May 2003  *  3 Using The Evolution Of Black And White As An Example Of Next Generation Development Ethos
May 2003  *  1 GDC 1999 Video: Shigeru Miyamoto's Keynote Address
May 2003  *  1 GDC 2000 Video: Yu Suzuki's Keynote Address
Apr 2003     Defining the Physical Dimension of a Game Setting
Apr 2003     Warren Spector's "Sequels and Adaptations: Design Innovation in a Risk-Averse World"
Apr 2003  *  2 Structuring Key Design Elements
Apr 2003  *  1 GDC 2003 Video: Will Wright's "Dynamics For Designers"
Apr 2003     More Sex(es) in Computer Games
Mar 2003  *  5 Developing Online Console Games
Mar 2003  *  4 Beyond Psychological Theory: Getting Data that Improves Games
Mar 2003  *  2 34 Ways to Put Emotions Into Games
Mar 2003     GDC 2003: Designing Original Games Based On Licensed Properties
Mar 2003  *  1 Game Design Methods: A 2003 Survey
Jan 2003     The Designer's Notebook: What Kind of Designer Are You?
Jan 2003  *  3 What Designers Need to Know About Physics
Dec 2002  *  1 Postmortem: Gas Powered Games' Dungeon Siege
Dec 2002  *  2 Designing and Integrating Puzzles in Action-Adventure Games
Dec 2002  *  4 Postmortem: BioWare's Neverwinter Nights
Nov 2002  *  3 The Method: A Model for Game Design by Mark Cerny
Nov 2002  *  1 The Designer’s Notebook Turns Five: A Look Back
Oct 2002     Track and Field Game Mechanics
Oct 2002  *  2 The Role of Architecture in Videogames
Sep 2002  *  1 Creating Effective Groups and Group Roles in MMP Games
Sep 2002  *  2 Implementing Stories in Massively Multiplayer Games
Sep 2002  *  3 Reflections from GDC Europe: It's A Complex (Game) World
Aug 2002  *  1 Postmortem: Ubi Soft China’s Music Up -- Summer Rainbow
Aug 2002  *  4 Postmortem: Pixelogic's The Italian Job
Aug 2002  *  1 Cyberspace in the 21st Century: Part Seven, Security is Relative
Jul 2002  *  2 Stop Calling Games "Addictive"!
Jul 2002  *  4 Four Ways to Use Symbols to Add Emotional Depth to Games
Jul 2002  *  5 Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy
Jun 2002  *  3 GDC 2002 Web Lecture: Building a Data-Driven Game Engine for Age of Mythology
Jun 2002  *  1 GDC 2002 Web Lecture: Systemic Level Design for Emergent Gameplay
Jun 2002  *  3 From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
May 2002  *  2 Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001!
May 2002     GDC 2002: Realistic Level Design for Max Payne
May 2002  *  2 Postmortem: Factor 5's Star Wars Rogue Leader: Rogue Squadron II
Apr 2002  *  1 GDC 2002: Social Activities: Implementing Wittgenstein
Apr 2002  *  2 GDC 2002: Manhattan as Muse: New York City as a Conceptual Tool
Apr 2002     Lost Along The Way: Design Pitfalls on the Road from Concept to Completion
Apr 2002  *  1 Better Game Design Through Cutscenes
Mar 2002  *  3 Game Design: Secrets of the Sages : Creating Characters, Storyboarding, and Design Documents
Feb 2002  *  1 Bad Game Designer, No Twinkie! III
Feb 2002  *  2 The Psychology of Choice
Jan 2002  *  3 Music for Myst III: Exile : The Evolution of a Videogame Soundtrack
Dec 2001  *  2 What I Did During My Summer Vacation: Developing a Game in 13 Weeks
Nov 2001     Conceptual Design: Understanding and Communicating Form
Nov 2001     Temptation and Consequence: Dilemmas in Videogames
Nov 2001  *  2 GDCE 2001 Web Lecture: From PC to Next Generation Console
Oct 2001  *  2 Postmortem: Startopia
Oct 2001  *  2 The Day the "Fun" Became Real
Oct 2001  *  3 Keeping the Pirates at Bay:Implementing Crack Protection for Spyro: Year of the Dragon
Sep 2001  *  4 Creating Games using J2ME
Sep 2001  *  2 Designing Mobile Games For WAP
Sep 2001  *  2 Is That a Game in Your Pocket, Or Are You Just Happy to See Me?
Sep 2001  *  2 Postmortem: Ngame's Chop Suey Kung Fu
Sep 2001  *  2 Wireless Entertainment: The State of Play
Sep 2001  *  6 Adapting the Tools of Drama to Interactive Storytelling
Aug 2001  *  1 My "Next" Games: Families, Psychology, and Murder
Aug 2001  *  4 Postmortem: Lucas Arts' Star Wars Starfighter
Jul 2001  *  2 Interview with American McGee
Jul 2001  *  1 GDC 2001 Interview: Paul Jaquays
Jul 2001  *  2 Great Expectations: Building a Player Vocabulary
Jul 2001     Levels of Complexity: A Level-Design Methodology, Part One
Jul 2001  *  3 The Architecture of Level Design
Jul 2001  *  1 Three Inspirations for Creative Level Design
Jul 2001  *  1 Where's the Design in Level Design?, Part One
Jul 2001  *  1 Where's the Design in Level Design?, Part Two
Jul 2001  *  3 Instant Replay : Building a Game Engine with Reproducible Behavior
Jul 2001  *  1 Designing Interactive Theme Park Rides:Lessons From Disney's Battle for the Buccaneer Gold
Jul 2001  *  1 Replayability, Part 2: Game Mechanics
Jun 2001  *  1 Game Design: Theory and Practice, Chapter Seven, The Elements of Gameplay
Jun 2001     Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment
Jun 2001  *  10 Postmortem: Lionhead Studios' Black & White
Jun 2001  *  5 Postmortem: Monolith's No One Lives Forever
Jun 2001  *  1 Games with a Day Job: Putting the Power of Games to Work
May 2001  *  3 Interview with Minh Le
May 2001  *  3 Replayability, Part One: Narrative
May 2001  *  1 Postmortem: Cutler Creative's Last Call
May 2001  *  8 Baldur's Gate II: The Anatomy of a Sequel
Apr 2001  *  7 Behavioral Game Design
Apr 2001  *  2 Game Developers Conference 2001: An AI Perspective
Apr 2001  *  4 Postmortem: Micro Forte' s Fallout Tactics
Apr 2001  *  2 Postmortem: Minds Eye's Sheep
Apr 2001  *  5 Brian Moriarty on Text RPGs and Skotos Tech
Apr 2001  *  4 An Interview with Epic's Tim Sweeney
Mar 2001  *  2 It's All in Your Mind : Visual Psychology and Perception in Game Design
Feb 2001  *  5 Cyberspace in the 21st Century: Part Five, Scalability With a Big 'S'
Feb 2001  *  5 Postmortem: Raven Software's Star Trek: Voyager—Elite Force
Feb 2001  *  8 Dogma 2001: A Challenge to Game Designers
Dec 2000  *  2 Cyberspace in the 21st Century: Stability Before Security
Dec 2000     Designing Need-Based AI for Virtual Gorillas
Dec 2000  *  3 Postmortem: Ritual Entertainment's Heavy Metal: F.A.K.K. 2
Dec 2000  *  3 Cyberspace in the 21st Century : Foundations II
Dec 2000  *  8 Postmortem: Ion Storm's Deus Ex
Dec 2000  *  3 Cyberspace in the 21st Century: Foundations
Nov 2000  *  1 Using the Hero's Journey in Games
Nov 2000  *  1 Sex in Videogames : Part 3: Dramatic Significance
Nov 2000  *  1 The Right Kind of Beauty
Oct 2000  *  10 Postmortem: Blizzard Entertainment's Diablo II
Oct 2000  *  2 Sex in Videogames, Part 2: Explicit Sex
Sep 2000  *  2 Sex in Videogames, Part 1: Seduction
Aug 2000  *  7 Designer's Notebook: Casual Versus Core
Jul 2000  *  13 How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It
Jul 2000  *  1 A Primer for the Design Process, Part 3: What You Need
Jul 2000  *  1 A Primer for the Design Process, Part 2: What to Think About
Jul 2000     Breaking the Rules (Ernest Goes To The Movies)
Jun 2000  *  2 A Primer for the Design Process, Part 1: What to Do
Jun 2000  *  3 Postmortem: Tony Hawk's Pro Skater (Dreamcast)
Jun 2000  *  3 Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games, Part Two
May 2000  *  2 Death (and Planescape: Torment)
May 2000  *  2 Cutting to the Chase: Cinematic Construction for Gamers
Apr 2000  *  2 Playing for Keeps: Developing Casino Games
Apr 2000  *  3 Postmortem: Surreal Software’s Drakan: Order of the Flame
Apr 2000  *  3 Puzzled at GDC 2000: A Peek Into Game Design
Apr 2000  *  2 Environmental Storytelling, Part II: Bringing Theme Park Environment Design Techniques to the Virtual World
Apr 2000  *  3 Postmortem:Westwood Studios’ Command & Conquer: Tiberian Sun
Mar 2000     Bad Game Designer, No Twinkie! II
Mar 2000  *  1 Designing Design Tools
Mar 2000  *  2 Online Justice Systems
Mar 2000     Cyberspace in the 21st Century: Cyberspace and Twelve Monkeys
Mar 2000  *  6 Constructive Politics in a Massively Multiplayer Online Roleplaying Game
Mar 2000  *  3 Postmortem: Ensemble Studios’ Age of Empires II: The Age of Kings
Mar 2000  *  3 Postmortem: Sierra's SWAT3: Close Quarters Battle
Mar 2000  *  8 Environmental Storytelling:Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
Feb 2000  *  2 Some Thoughts on Archaic Language
Feb 2000  *  3 Rising from the Ranks: Ratings for Multiplayer Games
Feb 2000  *  2 Postmortem: Zombie’s SpecOps: Rangers Lead the Way
Jan 2000  *  1 A Letter from a Dungeon
Jan 2000  *  3 Postmortem: Red Storm's Rainbow Six
Jan 2000  *  1 Cyberspace in the 21st Century: Mapping the Future of Massive Multiplayer Games
Jan 2000  *  1 Designing for Kids: Infusions of Life, Kisses of Death
Jan 2000  *  3 Postmortem: Shiny Entertainment's Wild 9
Jan 2000  *  1 Artists and Game Design Documents: From Interpretation to Implementation
Dec 1999  *  8 Three Problems for Interactive Storytellers
Dec 1999  *  4 The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications
Dec 1999  *  5 The Cabal: Valve’s Design Process For Creating Half-Life
Dec 1999  *  3 Postmortem: Activision's Heavy Gear 2
Dec 1999  *  5 Postmortem: Irrational Games' System Shock 2
Dec 1999  *  3 Postmortem: The X-Files
Nov 1999  *  3 Postmortem: Star Trek: Hidden Evil
Nov 1999  *  2 Teaching an Old Dog New Bits: How Console Developers are Able to Improve Performance When the Hardware Hasn't Changed
Nov 1999  *  4 Glory and Shame: Powerful Psychology in Multiplayer Online Games
Nov 1999     It's Time to Bring Back Adventure Games
Nov 1999  *  2 Learn Faster to Play Better: How to Shorten the Learning Cycle
Nov 1999  *  1 Player Character Concepts
Oct 1999     I Can't Keep Up!
Oct 1999  *  4 The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal
Sep 1999  *  1 Designing and Developing Sports Games
Sep 1999  *  4 Algorithms for an Infinite Universe
Sep 1999  *  1 Interview with Graeme Devine of id software
Sep 1999  *  1 The Masquerade Ball in the Lobby Area
Sep 1999  *  1 Pedersen's Principles on Game Design and Production
Sep 1999  *  12 The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter
Aug 1999  *  2 Reflections on the Colorado School Massacre
Aug 1999  *  2 Postmortem: LucasLearning's Star Wars DroidWorks
Jul 1999  *  2 Secrets of the Sages: Level Design
Jul 1999  *  3 Formal Abstract Design Tools
Jul 1999  *  2 Simplification
Jul 1999  *  4 Postmortem: Looking Glass's Thief: The Dark Project
Jun 1999     Tolkien, Beethoven, Vision
May 1999     The Slippery Slope of Advertising
May 1999     Designing Games for Novice Gamers
May 1999  *  7 Artificial Emotion: Simulating Mood and Personality
Apr 1999  *  4 Beginning Level Design Part 2: Rules to Design By and Parting Advice
Apr 1999  *  6 Beginning Level Design, Part 1: Level Design Theory
Apr 1999  *  3 Designing Enemies With Distinct Functions
Apr 1999  *  1 Shut Up and Design!
Mar 1999     Let’s Put the Magic Back in Magic
Mar 1999  *  1 Pedersen's Principles on Game Design and Production
Feb 1999     How To Be Weird
Jan 1999     Interstate '76 and the Principle of Harmony
Jan 1999     Remodeling RPGs for the New Millennium
Dec 1998  *  1 How to Get Started in the Game Industry: Part 2
Dec 1998  *  1 How to Get Started in the Game Industry: Part 1
Dec 1998  *  2 Postmortem: DreamForge's Sanitarium
Nov 1998     Creating Opponents for Wargames
Nov 1998  *  5 Game AI: The State of the Industry
Oct 1998     Interview with Toby Gard of Confounding Factor
Oct 1998     A Symmetry Lesson
Sep 1998     Hanging Out in the Lobby
Sep 1998  *  1 Multi-Player Lobbying, Or, Gathering the Team
Aug 1998     Yer Such A Character...Or, Who Do You Want To Be When You Stop Growing Up?
Aug 1998     The VR Gorilla-Rhino Test
Jul 1998  *  2 Postmortem - Myth: The Fallen Lords
Jul 1998  *  1 In Memoriam: Danielle Berry
Jul 1998  *  1 Cutting Cut Scenes, Or How To Stay Under 5 CDs And Still Have a Fun Game
Jun 1998     Interview with Fredrik Liliegren from Digital Illusions
Jun 1998  *  1 Cartographic Cartwheels
Jun 1998     Teach A Boy To Shoot…
Jun 1998     Games and Instruments: Two Ways to Play
May 1998     From Creatures to Androids: An Interview with Toby Simpson of CyberLife
May 1998     Gulliver and Game Design
Apr 1998     Implementing God* in the Online World
Apr 1998     Life After Twitch: An Interview with Margo Nanny
Apr 1998     Punch Kick Punch: A History of One-On-One Beat-'Em-Ups
Mar 1998  *  3 Hiring Game Designers
Mar 1998  *  1 Bad Game Designer, No Twinkie!"
Feb 1998  *  2 Online Gaming: Why Won't They Come?
Feb 1998     An Interview with Louis Castle About Westwood's Blade Runner
Feb 1998  *  3 Games for Girls? Eeeeewwww!
Feb 1998  *  2 Girl Games: Adventures in Lip Gloss
Jan 1998  *  1 An Interview with Titanic Producer Andrew Nelson
Jan 1998     Not Just Another Scary Face
Jan 1998     Applying Game Design to Virtual Environments
Dec 1997     Discussing Multiplayer Online Games with Digital Arcana's Jeffrey Sullivan
Dec 1997     Why "On-Line Community" is an Oxymoron
Nov 1997     Dr. Livingstone, I Presume?
Oct 1997  *  1 The Storm Speaks: An Interview with Mike Wilson, ION Storm's CEO
Oct 1997  *  2 Postmortem: SSI's Dark Sun Online: Crimson Sands
Sep 1997     Power to the Kids!
Sep 1997  *  1 Creating a Great Design Document
Sep 1997     Where We SHOULD Be Going With Online RPGs
Aug 1997  *  1 Has Origin Created the First True Online Game World?
Aug 1997  *  1 Internet Game Design
Jul 1997  *  2 DVD: A Game Developer's Survival Guide
Jul 1997  *  2 Security in Online Games
Jun 1997  *  1 Collaborating in Game Design
Jun 1997     Developing Games For Coin-Op
Jun 1997     Interview with Gary Grigsby
Jun 1997     Looking Ahead: 10 Challenges for Designing Online Games and Communities
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