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In this article, Cloudberry Kingdom developer Jordan Fisher explains precisely how he created the algorithmic level design system for the procedurally generated platformer — and how you can design your own AI.
Read on Gamasutra

In this AIGameDev.com interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.

Read it on AIGameDev.com

What effect does in-game audio have on players? Audio expert Raymond Usher (Grand Theft Auto: Vice City, Crackdown) shares the results of a study in which players were monitored while playing three games — Osmos, FlatOut, and Amnesia — with audio and without. Read on Gamasutra

If you’re involved in the startup community or even just follow Hacker News, there’s a pretty good chance that you’ve heard about “lean startups” or the “lean startup method.” In his bestselling book, The Lean Startup, Eric Ries outlines a framework for small, innovative teams to more efficiently find product/market fit for new products. Read on Gamasutra

Graphics Next Generation Occlusion Culling Mar 06, 2012

Umbra Software discusses the pros and cons of various methods currently being used for occlusion culling and explains its own automated occlusion culling system that can take any type of polygon soup as input. Read on Gamasutra

Game Engines Unity's Future In High-Definition Feb 29, 2012

Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to “triple-A” developers’ needs? In this interview, Erland Körner and Renaldas Zioma of Unity, speak extensively about how they interface with developers to determine these needs and what they hope to achieve with the tool now and in the future.

Read on Gamasutra

Tricks Game Developer Tricks Feb 11, 2012

Game developers often experience a horrific “crunch” (also known as a “death march”), which happens in the last few months of a project leading up to the game’s release date. Failing to meet the deadline can often mean the project gets cancelled or even worse, you lose your job. So what sort of tricks do they use while they’re under the pump, doing 12+ hour per day for weeks on end?

Game Developer Tricks

The uScript Visual Scripting Tool for the Unity engine allows non-technical developers to dive right into scripting complicated setups without needing to write a single line of code. uScript can be used for anything from rapid prototyping gameplay ideas to final complicated setups ready to ship in your final product. uScript Personal Learning Edition was created to provide free access of the full power of the software for non-commercial use.

About uScript
Personal Learning Edition

An interesting talk presented by Jonathan Blow and Marc ten Bosch at Indiecade on October 7, 2011, about how to create your game with central truths about how the game’s universe works, and how to design the game around discovering how the universe works and how to use it.

See the video

Game Engines iTorque 2D 1.5 Released Sep 30, 2011

The "iTorque 2D":http://www.garagegames.com/products/torque-2d/iphone game engine allows developers to deploy to all of the current iOS devices. The 1.5 release includes many updates requested directly by users, 30 new behaviors, and the robust Feature Demo. The Feature Demo includes explicit examples of implementing functions such as loading game levels, gyroscope and accelerometer motion control, and robust multi-touch. iTorque2D is just $99.

Features

Collision Detection and Spatial Indexes

In the realm of collision detection and other game code, a good broadphase algorithm can be vital for many kinds of games to run in real time if they have a lot of moving objects in the game. Learn how to write your own.

iGIPF — An iOS Game in 2 Weeks

Follow along with the development of iGIPF, a casual strategy game created in two weeks for the iPhone.

Cocos2d for iPhone 1 Game Development Cookbook Review

This book covers version 1.0 of Cocos2d for iPhone, and targets developers familiar with Obj-C looking to create 2D games for iOS.

King of Dragon Pass — Postmortem

King of Dragon Pass is a game for iPhone, set in Glorantha (world of the games HeroQuest and RuneQuest).

Z1 Postmortem

The postmortem of Z1, a uDevGames 2011 entry which took second place for Best Story and Best Graphics. Z1 was created by Carlos Camacho and Doug Whitmore.

Flying Sweden Postmortem

The postmortem of Flying Sweden, uDevGames 2011 winner for Best Graphics and Most Original, created by Will Miller.

Kung Fu Killforce Postmortem

The postmortem of the uDevGames 2011 winner Kung Fu Killforce from Justin Ficarrotta. KFK won Best Overall Game, Best Presentation, and Best Audio.

Convergence Postmortem

The postmortem of Convergence, the uDevGames 2011 winner for Best Gameplay, and 4th place Overall.

Leader of Mans Postmortem

The postmortem for the uDevGames 2011 winning 2nd place Overall, Leader of Mans, by Andy Korth.

TimeGoat Postmortem

The postmortem for uDevGames entry TimeGoat, by Priyesh Dixit, which placed 1st for Best Story.

About iDevGames

iDevGames is and has been the place for Mac and iOS game programmers to share ideas, knowledge, code, graphics, audio, and a helping hand to each other for over a decade. In addition to providing a home for a large community of developers, iDevGames also periodically runs contests to encourage new game development. iDevGames runs the largest Mac game programming contest, uDevGames, which to-date has awarded tens of thousands of dollars in prizes.

Through contests and community support, iDevGames has been the catalyst for fostering the careers of many game developers and creation of a multitude of new games, and has the goal of continuing to do so.