June/July 2012


The Top 30 Developers
By Staff

The editors of Game Developer and sister publication Gamasutra have teamed up once again to bring you another yearly installment of our Top 30 Developers list, where we give shoutouts to the devs that did something new, or better, or both.

By Jason Sanmiya

We demand photorealistic vistas and more-real-than-real particle effects from our games, but we still settle for subpar locomotion. Your game won’t look real until you understand how you can use weight, momentum, and body mechanics to inform your character animation.

By Dewi Tanner

Haunted houses are scary, but not as scary as the prospect of making a Kinect XBLA game that has to appeal to both casual and core audiences, has zero marketing support, and requires crosslingual coordination between a Japan-based developer (NanaOn- Sha), a UK-based developer (Zoe Mode), and an American publisher (Microsoft). How’d they do it? Read the postmortem to find out how Haunt devs nailed the Kinect controls, endured countless cuts, and got an assist from Double Fine Production’s Tim Schafer.


Game Plan
Brandon Sheffield
When Digital Dies
Heads Up Display
Frequency Modulation Funk and Q&A with Jordan Mechner and Jason Scott on preserving game history.
The Inner Product
Tomasz Zawadzki
Fast Caves!
Tool Box
Noel Llopis
Two Lives Left Codea
The Business
Kim Pallister
The Kickstarter Gold Rush
Design of the Times
Damion Schubert
Scouting The Battlefield
Pixel Pusher
Steve Theodore
Vertex Liberation Front
Good Job!
Patrick Miller
Q&A with Aaron San Filippo, who went where, and new studios
Aural Fixation
Damian Kastbauer
Crossing The Two-Way Street
GDC News
GDC Europe 2012 reveals major additions to main conference, summit advisory committee
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