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  • Why We Play [10.14.08]
  • img Why do people play games? It's a question all game designers must ask themselves to expand beyond their own tastes and preferences. Game designer and educator Dr. Lewis Pulsipher examines the question, some proposed answers, and the importance of the matter for aspiring game developers.
  • iPhone Game Development Tips [10.09.08]
  • img Flirting with the idea of making games for the iPhone? For students and independent developers, it's not a bad idea due to the low barriers to entry. Justin Ficarrotta, a game designer and programmer who has been using the platform, shared some of the most basic information about developing for the iPhone in a recent speech at the New York Games Conference.
  • Paper Prototyping: 5 Facts for Designing in Low-Tech [10.07.08]
  • img To make casual games for the iPhone, students at the ETC at Carnegie Mellon used paper prototypes in their pre-development planning. As low-risk as it is to prototype non-digitally, there are still ways to go about it that make the process more (or less) useful for the development team. Rich Marmura here shares five important facts of prototyping on paper.
  • Ask the Experts: QA 4eva? [10.06.08]
  • img In the latest advice column, a reader admits to working in quality assurance testing for nearly ten years, and by golly, isn't that enough already? Should a new and better job have come to the fore by now? Jennifer Bullard, a senior producer at Aspyr Media and former QA lackey herself, and Jill Duffy, editor of this site, share their advice about how to step up and advance a dead-end career.
  • Results from Game Design Challenge: Make Monopoly Fun [10.02.08]
  • img Can you make Monopoly fun? In a recent game design challenge, you were assigned with adding three new rules to the classic board game Monopoly to make it more fun and correct its three worst flaws. Here, we highlight the top three submissions and four honorable mentions.

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