가마수트라와 게임 디벨로퍼즈 매거진의 특집기사 번역본 목록(A list of Korean translation of Gamasutra and Game Developers Magazine features) by 오영욱(Young-wook Oh)
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제목링크원문 제목원문 링크저자원문 발행일
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[가마수트라] 유저를 몰입으로 이끄는 게임 속 죽음http://www.thisisgame.com/webzine/nboard/11/?n=92924Dealing With Death: Streamlining The Player Experiencehttps://www.gamasutra.com/view/feature/134947/dealing_with_death_streamlining_.phpDan Andrei Carp2011. 12. 28
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인디 게임 사업: 이제 15,000배 더 힘들다http://masterfarseer.blogspot.com/2018/12/15000.htmlIndie Game business: now 15,000 times harder.http://www.gamasutra.com/blogs/BramStolk/20181212/332762/Indie_Game_business_now_15000_times_harder.phpBram Stolk2018. 12. 12
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Level Design Tips and Tricks (번역)http://lunchballer.com/archives/604Level Design Tips and Trickshttp://www.gamasutra.com/blogs/TomPugh/20181022/329044/Level_Design_Tips_and_Tricks.phpTom Pugh2018. 10. 22
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[가마수트라] 게임 시나리오 작가가 플레이어를 스토리에 빠뜨리는 방법http://www.thisisgame.com/webzine/news/nboard/263/?n=87298Centuries Ago The Dark Lord: when and how to dumphttp://www.gamasutra.com/blogs/ALEXISKENNEDY/20180830/325500/Centuries_Ago_The_Dark_Lord_when_and_how_to_dump.phpALEXIS KENNEDY2018. 8. 30
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당신의 게임을 성공으로 이끄는 10가지 비결http://www.thisisgame.com/webzine/news/nboard/263/?n=86126The 10 Secrets to Indie Game Success (and Why They Do Not Exist)http://www.gamasutra.com/blogs/PaulKilduffTaylor/20180824/325218/The_10_Secrets_to_Indie_Game_Success_and_Why_They_Do_Not_Exist.phpPaul Kilduff-Taylor2018. 8. 24
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겉보기보다 복잡한 슬롯 게임http://masterfarseer.blogspot.com/2018/07/blog-post.htmlThe Hidden Complexity of Video Slot Gameshttps://www.gamasutra.com/blogs/TimothyRyan/20170712/301314/The_Hidden_Complexity_of_Video_Slot_Games.phpTimothy Ryan2017. 7. 12
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(번역) 의사결정을 위한 게임 프로듀서의 도움말
https://marsettler.com/decisionmaking/game/producer/2018/07/07/a-producer's-guide-to-decisionmaking.htmlA producer's guide to decision-makinghttps://gamasutra.com/view/news/320800/A_producers_guide_to_decisionmaking.phpIain Angus2018. 6. 27
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슈퍼셀의 역삼각형 조직 구조: 관리는 줄이고, 성공을 늘리기http://masterfarseer.blogspot.com/2018/05/blog-post.htmlLess management, more success: Inside Supercell's 'upside-down' organizationhttp://gamasutra.com/view/news/318171/Less_management_more_success_Inside_Supercells_upsidedown_organization.phpKris Graft2018. 5. 22
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왜 컬티스트 시뮬레이터 개발자들은 그들의 게임을 카드 기반으로 만들었을까?https://www.facebook.com/ClassicGameAnalysis/posts/471154250008774Why the Cultist Simulator devs built their Lovecraftian game on a house of cardshttps://www.gamasutra.com/view/news/318155/Why_the_Cultist_Simulator_devs_built_their_Lovecraftian_game_on_a_house_of_cards.phpCarli Velocci2018. 5. 22
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[번역] 리바이어던 도끼 회수하기https://camlostblog.wordpress.com/2018/05/09/recalling_the_leviathan_axe/Recalling the Leviathan Axehttp://www.gamasutra.com/blogs/VinceNapoli/20180508/317680/Recalling_the_Leviathan_Axe.phpVince Napoli2018. 5. 8
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[번역] 정말 프로젝트를 시작할 때부터 QA가 필요할까https://angel927.tistory.com/149Do we even need QA at the start of a Project?https://www.gamasutra.com/blogs/AlexDorans/20171215/311533/Do_we_even_need_QA_at_the_start_of_a_Project.phpAlex Dorans2017. 12. 15
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노인을 위한 게임 산업은 없다.https://masterfarseer.blogspot.com/2017/06/blog-post.htmlNo industry for old men (or women)http://www.gamasutra.com/view/news/298853/No_industry_for_old_men_or_women.phpSimon Parkin2017. 5. 30
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부분 유료화 아이템 가격 계산법 : 포켓몬 고https://masterfarseer.blogspot.com/2017/04/blog-post.htmlFree to play Game item pricing Case study: Pokemon GOhttp://www.gamasutra.com/blogs/YongHeeKim/20160815/279226/Free_to_play_Game_item_pricing_Case_study_Pokemon_GO.phpYongHee Kim2016. 8. 15
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“게이머”는 당신의 청중일 필요가 없다. “게이머”는 끝났다.http://rabapyca.blogspot.kr/2017/02/2014-gamasutra-leigh-alexander.htmlGamers' don't have to be your audience. 'Gamers' are over.http://www.gamasutra.com/view/news/224400/Gamers_dont_have_to_be_your_audience_Gamers_are_over.phpLeigh Alexander2014. 8. 28
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모든 개발자가 배워야 할 절차적 생성의 7가지 사례http://gdf.inven.co.kr/index.php?/topic/382-%EC%95%84%EC%B9%B4%EC%9D%B4%EB%B8%8C-%EB%AA%A8%EB%93%A0-%EA%B0%9C%EB%B0%9C%EC%9E%90%EA%B0%80-%EB%B0%B0%EC%9B%8C%EC%95%BC-%ED%95%A0-%EC%A0%88%EC%B0%A8%EC%A0%81-%EC%83%9D%EC%84%B1%EC%9D%98-7%EA%B0%80%EC%A7%80-%EC%82%AC%EB%A1%80/7 uses of procedural generation that all developers should studyhttp://www.gamasutra.com/view/news/262869/7_uses_of_procedural_generation_that_all_developers_should_study.phpRichard Moss2016. 1. 1
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(번역) 롤플레잉 게임에 필요한 새로운 공식https://camlostblog.wordpress.com/2017/09/16/%EB%B2%88%EC%97%AD-%EB%A1%A4%ED%94%8C%EB%A0%88%EC%9E%89-%EA%B2%8C%EC%9E%84%EC%97%90-%ED%95%84%EC%9A%94%ED%95%9C-%EC%83%88%EB%A1%9C%EC%9A%B4-%EA%B3%B5%EC%8B%9D/A new recipe for the roleplaying game formulahttps://www.gamasutra.com/blogs/GuidoHenkel/20170207/290402/A_new_recipe_for_the_roleplaying_game_formula.phpGuido Henkel2017. 2. 7
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파이널 판타지'가 개발자에게 주는 6가지 영감http://www.thisisgame.com/webzine/news/nboard/4/?n=670596 ways that the Final Fantasy franchise continues to influence devshttp://www.gamasutra.com/view/news/286402/6_ways_that_the_Final_Fantasy_franchise_continues_to_influence_devs.phpJon Irwin2016. 11. 29
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노 맨즈 스카이'를 통해 본 인디게임 가격의 진실http://www.thisisgame.com/webzine/news/nboard/4/?n=65716The Ugly Truth of Game Priceshttp://www.gamasutra.com/blogs/JoshBycer/20160915/281419/The_Ugly_Truth_of_Game_Prices.phpby Josh Bycer2016. 9. 15
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게임 개발자에게 가르침을 주는 고전 오락실 게임 7종http://www.thisisgame.com/webzine/news/nboard/4/?n=659307 classic arcade games that can still teach developers lessons todayhttp://www.gamasutra.com/view/news/283874/7_classic_arcade_games_that_can_still_teach_developers_lessons_today.phpStefanie Fogel2016. 10. 25
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인디 게임 개발자가 속편 개발을 꺼리는 3가지 이유http://www.thisisgame.com/webzine/news/nboard/4/?n=661413 Reasons Why Indies Don't like Sequelshttp://www.gamasutra.com/blogs/JoshBycer/20160805/278640/3_Reasons_Why_Indies_Dont_like_Sequels.phpJosh Bycer2016. 8. 5
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게임 개발자가 보고 배워야 할 전략 게임 7종http://www.thisisgame.com/webzine/news/nboard/4/?n=664237 strategy games that every developer should studyhttp://www.gamasutra.com/view/news/281405/7_strategy_games_that_every_developer_should_study.phpAlan Bradley2016. 9. 19
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10년간 게임기획자로 일하며 배운 10가지 교훈https://masterfarseer.blogspot.com/2015/12/10-10.htmlTen Lessons Over Ten Yearshttp://gamasutra.com/blogs/JamesYoungman/20151201/260631/Ten_Lessons_Over_Ten_Years.phpJames Youngman2015. 12. 1
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매스이펙트3의 엔딩이 시리즈 전체의 인상을 망가뜨린 이유는?https://masterfarseer.blogspot.com/2015/06/3.htmlWhy Did the Ending of Mass Effect 3 Sink Our Opinion of the Whole Series?http://gamasutra.com/blogs/JamieMadigan/20150626/247175/Why_Did_the_Ending_of_Mass_Effect_3_Sink_Our_Opinion_of_the_Whole_Series.phpJamie Madigan2015. 6. 26
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감옥생활 RPG 출시 후 2달간 매출액, 구글플레이 스토어 VS 앱스토어와 유튜브 게임하기 영상의 효과https://masterfarseer.blogspot.com/2015/05/rpg-2-vs.htmlPrison Life RPG 2 months sales figures, Let's Player effect and GooglePlay Store VS AppStorehttp://gamasutra.com/blogs/ShuWanCheng/20150501/242407/Prison_Life_RPG_2_months_sales_figures_Lets_Player_effect_and_GooglePlay_Store_VS_AppStore.phpShu Wan Cheng2015. 5. 1
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아타리 쇼크의 CEO 레이 키사르 인터뷰https://masterfarseer.blogspot.com/2015/04/ceo.htmlThe Replay Interviews: Ray Kassar http://www.gamasutra.com/view/feature/134733/the_replay_interviews_ray_kassar.phpTristan Donovan2011. 4. 29
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게임 개발 성과 측정 프로젝트 마지막편: 위대한 팀은 어떻게 일하는가?https://masterfarseer.blogspot.com/2015/03/5.htmlThe Game Outcomes Project, Part 5: What Great Teams Dohttp://www.gamasutra.com/blogs/PaulTozour/20150126/235024/The_Game_Outcomes_Project_Part_5_What_Great_Teams_Do.phpPaul Tozour2015. 1. 26
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게임 개발 성과 측정 프로젝트 파트4: 야근은 게임을 망친다https://masterfarseer.blogspot.com/2015/02/4.htmlThe Game Outcomes Project, Part 4: Crunch Makes Games Worsehttp://gamasutra.com/blogs/PaulTozour/20150120/234443/The_Game_Outcomes_Project_Part_4_Crunch_Makes_Games_Worse.phpPaul Tozour2015. 1. 20
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게임 개발 성과 측정 프로젝트 파트3: 성과 요인들https://masterfarseer.blogspot.com/2015/02/3.htmlThe Game Outcomes Project, Part 3: Game Development Factorshttp://www.gamasutra.com/blogs/PaulTozour/20150113/233922/The_Game_Outcomes_Project_Part_3_Game_Development_Factors.phpPaul Tozour2015. 1. 13
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게임 개발 성과 측정 프로젝트 파트2: 효과적인 팀 만들기https://masterfarseer.blogspot.com/2015/01/2.htmlThe Game Outcomes Project, Part 2: Building Effective Teamshttp://www.gamasutra.com/blogs/PaulTozour/20150106/233254/The_Game_Outcomes_Project_Part_2_Building_Effective_Teams.phpPaul Tozour2015. 1. 6
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게임 개발 성과 측정 프로젝트 파트1: 최고와 나머지https://masterfarseer.blogspot.com/2015/01/1.htmlThe Game Outcomes Project, Part 1: The Best and the Resthttp://gamasutra.com/blogs/PaulTozour/20141216/232023/The_Game_Outcomes_Project_Part_1_The_Best_and_the_Rest.phpPaul Tozour2014. 12. 16
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컨셉부터 출고까지 세달 : 디어헌터 제작기https://masterfarseer.blogspot.com/2014/05/blog-post.htmlFrom concept to retail in three months: the making of Deer Hunterhttp://www.gamasutra.com/view/news/205199/From_concept_to_retail_in_three_months_the_making_of_Deer_Hunter.phpJames Boer2013. 11. 19
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에이미 헤닝의 역작 '레가시 오브 케인: 소울 리버'의 집필과정https://masterfarseer.blogspot.com/2014/05/blog-post_1216.htmlThe Lasting Excellence of Legacy of Kain: Soul Reaver’s Writinghttp://www.gamasutra.com/blogs/BenServiss/20140204/209915/The_Lasting_Excellence_of_Legacy_of_Kain_Soul_Reavers_Writing.phpBen Serviss2014. 2. 4
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장기적인 성공을 위한 부분유료화 게임 만들기 - 윤리적인 부분유료화 게임 설계 by 그렉 코스티키안http://www.thisisgame.com/webzine/series/nboard/212/?n=52851Ethical Free-to-Play Game Design (And Why it Matters)http://www.gamasutra.com/view/feature/207779/ethical_freetoplay_game_design_.phpby Greg Costikyan2014. 1. 10
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[가마수트라] 개발자들이 본 콘솔 게임의 추세 변화http://www.kocca.kr/cop/bbs/view/B0000153/1820717.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Game developers reflect on a changed console landscapehttp://www.gamasutra.com/view/feature/205201/game_developers_reflect_on_a_.phpby Christian Nutt2013. 11. 21
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[가마수트라] 콘솔 게임의 시대에 인디 업계가 반향을 일으킨 방법http://www.kocca.kr/cop/bbs/view/B0000153/1820716.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1How indies made an impact on a generation of game consoleshttp://www.gamasutra.com/view/feature/205136/how_indies_made_an_impact_on_a_.phpby Mike Rose2013. 11. 19
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[가마수트라] 그린라이트의 지난 성과를 돌아보며http://www.kocca.kr/cop/bbs/view/B0000153/1820715.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Revisiting Greenlighthttp://www.gamasutra.com/view/feature/203994/revisiting_greenlight.phpby Mike Rose2013. 11. 5
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[가마수트라] 소셜 게임의 쇠퇴, 그 끝은 어디인가?http://www.kocca.kr/cop/bbs/view/B0000153/1820714.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1With the luster of social games gone, what now?http://www.gamasutra.com/view/feature/203912/with_the_luster_of_social_games_.phpby Leigh Alexander2013. 11. 4
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[가마수트라] 비디오 게임에서 모션 컨트롤 다루기http://www.kocca.kr/cop/bbs/view/B0000153/1820196.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Harnessing the power of motion control in video gameshttp://www.gamasutra.com/view/feature/203365/harnessing_the_power_of_motion_.phpby Mike Rose2013. 10. 30
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[가마수트라] VR 우수사례: 오큘러스 리프트 게임 개발자 7인과의 대화http://www.kocca.kr/cop/bbs/view/B0000153/1820150.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Best practices for VR, from seven devs working with the Oculus Rifthttp://www.gamasutra.com/view/feature/203438/best_practices_for_vr_from_seven_.phpby Kris Ligman2013. 10. 29
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[가마수트라] 테일 오브 테일즈 - 창의성과 협력작업으로 게임 개발을 이끄는 방법https://www.kocca.kr/knowledge/abroad/indu/__icsFiles/afieldfile/2013/12/02/1_3how_tale_of_tales_lets_creativity.pdfHow Tale of Tales lets creativity, collaboration rule game developmenthttp://www.gamasutra.com/view/feature/202428/how_tale_of_tales_lets_creativity_.phpby Christian Nutt2013. 10. 16
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[가마수트라] 크리스 로버츠의 <스타 시티즌> 크라우드펀딩 성공과 그가 퍼블리셔를 원하지 않는 이유http://www.kocca.kr/cop/bbs/view/B0000153/1819147.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Chris Roberts on Star Citizen Crowdfunding Success, and Why He Doesn't Want a Publisherhttp://www.gamasutra.com/view/feature/200998/chris_roberts_on_star_citizen_.phpby Christian Nutt2013. 9. 26
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[가마수트라] 포스트모템: 드링크박스 스튜디오의 <과카멜레!>http://www.kocca.kr/cop/bbs/view/B0000153/1819146.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Postmortem: DrinkBox Studios' Guacamelee!http://www.gamasutra.com/view/feature/200658/postmortem_drinkbox_studios_.phpby Chris Harvey2013. 9. 23
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[가마수트라] 새 시대의 포켓몬스터http://www.kocca.kr/cop/bbs/view/B0000153/1820713.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1A New Pokémon for a New Erahttp://www.gamasutra.com/view/feature/200560/a_new_pokmon_for_a_new_era.phpby Christian Nutt2013. 9. 19
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[가마수트라] <퍼피티어>: 잔혹동화 게임으로 ‘일본식 길’을 열다http://www.kocca.kr/cop/bbs/view/B0000153/1819121.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Puppeteer: A macabre fairy tale game made 'the Japanese way'http://www.gamasutra.com/view/feature/199841/puppeteer_a_macabre_fairy_tale_.phpby Christian Nutt2013. 9. 10
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[가마수트라] <동물의 숲>의 풀리지 않는 갈등http://www.kocca.kr/cop/bbs/view/B0000153/1819120.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Animal Crossing's Strange, Unresolved Conflicthttp://www.gamasutra.com/view/feature/199599/animal_crossings_strange_.phpby Ian Bogost2013. 9. 5
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[가마수트라] 오큘러스VR 설립자, 팔머 럭키와의 대화http://www.kocca.kr/cop/bbs/view/B0000153/1819119.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2A Conversation with Oculus VR Founder Palmer Luckeyhttp://www.gamasutra.com/view/feature/199361/a_conversation_with_oculus_vr_.phpby Christian Nutt2013. 9. 3
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[가마수트라] 마이크로콘솔을 위한 로컬 멀티플레이어 게임 디자인http://www.kocca.kr/cop/bbs/view/B0000153/1817768.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Designing local multiplayer games for microconsoleshttp://www.gamasutra.com/view/feature/199043/designing_local_multiplayer_games_.phpby Leigh Alexander2013. 8. 30
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[가마수트라] 마이크로콘솔로 게임 포팅하기http://www.kocca.kr/cop/bbs/view/B0000153/1817799.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Tales of porting games to microconsoleshttp://www.gamasutra.com/view/feature/198973/tales_of_porting_games_to_.phpby Mike Rose2013. 8. 27
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[가마수트라] 게임 개발자들을 위한 안드로이드 마이크로콘솔 가이드http://www.kocca.kr/cop/bbs/view/B0000153/1817632.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2The Android Microconsole Reference Guide for Game Developershttp://www.gamasutra.com/view/feature/198919/the_android_microconsole_reference_.phpby Kris Graft2013. 8. 26
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[가마수트라] 그런지 록과 라이엇 걸 운동, 그리고 비디오게임http://www.kocca.kr/cop/bbs/view/B0000153/1820148.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Grunge, Grrrls and Video Games: Turning the dial for a more meaningful culture http://www.gamasutra.com/view/feature/198376/grunge_grrrls_and_video_games_.phpby Leigh Alexander2013. 8. 16
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[가마수트라] 모던 워(Modern War)에서 비디오 게임의 미래까지http://www.kocca.kr/cop/bbs/view/B0000153/1817633.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=2Getting from Modern War to the Future of Video Gameshttp://www.gamasutra.com/view/feature/198201/getting_from_modern_war_to_the_.phpby Christian Nutt2013. 8. 14
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[가마수트라] 20년 동안 이어진 <성검전설2>의 영향력http://www.kocca.kr/cop/bbs/view/B0000153/1817800.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=220 Years of Mana: Secret of Mana's Enduring Influencehttp://www.gamasutra.com/view/feature/198029/20_years_of_mana_secret_of_manas_.phpby Christian Nutt, Douglas Wilson2013. 8. 9
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[가마수트라] 포스트모템: <킹덤 오브 아말러: 레코닝>http://www.kocca.kr/cop/bbs/view/B0000153/1816447.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Postmortem: Kingdoms of Amalur: Reckoninghttp://www.gamasutra.com/view/feature/197269/postmortem_kingdoms_of_amalur_.phpby Mike Fridley2013. 7. 30
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[가마수트라] 게임이 완성되기 전에 살 수 있다면 - 알파 펀딩 전문가들의 조언http://www.kocca.kr/cop/bbs/view/B0000153/1816751.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3When players buy your game before it's done: Expert tips on alpha fundinghttp://www.gamasutra.com/view/feature/197190/when_players_buy_your_game_before_.phpby Mike Rose2013. 7. 30
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[가마수트라] <슈퍼 메트로이드>의 해킹 커뮤니티가 여전히 강력한 이유http://www.kocca.kr/cop/bbs/view/B0000153/1816750.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Why Super Metroid's Hacking Community is Still Going Strong http://www.gamasutra.com/view/feature/196769/why_super_metroids_hacking_.phpby Victoria Earl2013. 7. 24
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[가마수트라] 오우야의 경험: 현재까지 게임 개발자들의 생각http://www.kocca.kr/cop/bbs/view/B0000153/1816446.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3The Ouya Experience: What game developers think so farhttp://www.gamasutra.com/view/feature/196691/the_ouya_experience_what_game_.phpby Kris Graft2013. 7. 22
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[가마수트라] <튀어나와요 동물의 숲> 서신 교환http://www.kocca.kr/cop/bbs/view/B0000153/1816465.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3The Animal Crossing: New Leaf Letter Serieshttp://www.gamasutra.com/view/feature/196004/the_animal_crossing_new_leaf_.phpby Gamasutra staff2013. 7. 11
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[가마수트라] 고래사냥 - 부분 유료화(free-to-play)게임의 윤리적 타당성에 대한 조명http://www.kocca.kr/cop/bbs/view/B0000153/1820147.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=1Chasing the Whale: Examining the ethics of free-to-play gameshttp://www.gamasutra.com/view/feature/195806/chasing_the_whale_examining_the_.phpby Mike Rose2013. 7. 9
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폐간된 게임 개발자 잡지의 ‘20년 역사’http://www.thisisgame.com/webzine/series/nboard/212/?series=12&n=48358Postmortem: Game Developer magazinehttp://www.gamasutra.com/view/feature/194857/postmortem_game_developer_magazine.phpby Brandon Sheffield2013. 7. 5
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[가마수트라] 포스트모템: <레지던트 이블 4>http://www.kocca.kr/cop/bbs/view/B0000153/1815599.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Postmortem: Resident Evil 4http://www.gamasutra.com/view/feature/195143/postmortem_resident_evil_4.phpby Yoshiaki Hirabayashi2013. 6. 26
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[가마수트라] 역대 최고의 30대 게임 개발사http://www.kocca.kr/cop/bbs/view/B0000153/1814990.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Top 30 Developers of All Timehttp://www.gamasutra.com/view/feature/194855/top_30_developers_of_all_time.phpby Gamasutra staff, Game Developer Magazine Staff2013. 6. 25
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[가마수트라] 변형: 변화하는 게임 디자인의 도전 과제http://www.kocca.kr/cop/bbs/view/B0000153/1815047.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Variants: The Challenge of Changeable Designhttp://www.gamasutra.com/view/feature/194125/variants_the_challenge_of_.phpby Keith Burgun2013. 6. 12
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[가마수트라] 뭘 하려고 했더라? 게임 내 문지방 효과http://www.kocca.kr/cop/bbs/view/B0000153/1815562.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3What Lies Beyond: Doorways in Gaminghttp://www.gamasutra.com/view/feature/193943/what_lies_beyond_doorways_in_.phpby Dale Dobson2013. 6. 10
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[가마수트라] 위기의 비디오 게임http://www.kocca.kr/cop/bbs/view/B0000153/1815046.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=3Video Games Under Firehttp://www.gamasutra.com/view/feature/193613/video_games_under_fire.phpby Brandon Sheffield2013. 6. 7
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[가마수트라] 사용자 분석 입문http://www.kocca.kr/cop/bbs/view/B0000153/1814323.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Intro to User Analyticshttp://www.gamasutra.com/view/feature/193241/intro_to_user_analytics.phpby Anders Drachen, Alessandro Canossa, Magy Seif El-Nasr2013. 5. 30
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[가마수트라] 가상현실 게임 창작의 기초http://www.kocca.kr/cop/bbs/view/B0000153/1814321.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Creating Virtual Reality Games: The Fundamentalshttp://www.gamasutra.com/view/feature/192810/creating_virtual_reality_games_.phpby Sébastien Kuntz2013. 5. 23
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[가마수트라] 스폰서 기획: <저스트 코즈2>의 세계 – 대규모 오픈 랜드스케이프 구축을 위한 창의적인 테크놀로지http://www.kocca.kr/cop/bbs/view/B0000153/1814322.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Sponsored: The World of Just Cause 2 - Using Creative Technology to Build Huge Open Landscapes http://www.gamasutra.com/view/feature/192007/sponsored_the_world_of_just_cause_.phpby Linus Blomberg2013. 5. 16
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[가마수트라] PlayStation Plus: 플레이어는 좋은데, 개발자에게도 좋은가?http://www.kocca.kr/cop/bbs/view/B0000153/1814384.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4PlayStation Plus: Good for Players, But is it Good for Developers?http://www.gamasutra.com/view/feature/191966/playstation_plus_good_for_.phpby Kris Graft2013. 5. 9
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[가마수트라] 포스트모템: 어플라이 엔터테인먼트의 <애니멀 레전드>http://www.kocca.kr/cop/bbs/view/B0000153/1814383.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Postmortem: Appy Entertainment's Animal Legendshttp://www.gamasutra.com/view/feature/191525/postmortem_appy_entertainments_.phpby Rory McGuire2013. 5. 6
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[가마수트라] 미니-포스트모템 모음http://www.kocca.kr/cop/bbs/view/B0000153/1813221.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4A Mini-Postmortem Rounduphttp://www.gamasutra.com/view/feature/191265/a_minipostmortem_roundup.phpby Game Developer Magazine Staff2013. 4. 29
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[가마수트라] 포스트모템: 오버홀 게임스의 <발더스 게이트: 인핸스드 에디션>http://www.kocca.kr/cop/bbs/view/B0000153/1813220.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Postmortem: Overhaul Games' Baldur's Gate: Enhanced Editionhttp://www.gamasutra.com/view/feature/190432/postmortem_overhaul_games_.phpby Trent Oster2013. 4. 15
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[가마수트라] 디자이너 노트북: 인터랙티브 스토리텔러의 세 가지 문제http://www.kocca.kr/cop/bbs/view/B0000153/1813219.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4The Designer's Notebook: Three Problems for Interactive Storytellers, Resolvedhttp://www.gamasutra.com/view/feature/189364/the_designers_notebook_three_.phpby Array2013. 4. 8
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[가마수트라] 포스트모템: Q 게임스의 <픽셀정크 4am>http://www.kocca.kr/cop/bbs/view/B0000153/1813218.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4Postmortem: Q-Games' Pixeljunk 4amhttp://www.gamasutra.com/view/feature/189359/postmortem_qgames_pixeljunk_4am.phpby Rowan Parker2013. 4. 3
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[가마수트라] 앤젤리나, 게임을 디자인하는 프로그램http://www.kocca.kr/cop/bbs/view/B0000153/1813217.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=4ANGELINA: The Computer Program that Designs Gameshttp://www.gamasutra.com/view/feature/189354/angelina_the_computer_program_.phpby Joe Martin2013. 4. 1
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[가마수트라] 분기형 내러티브에서 의미 있는 캐릭터 관계 개발하기http://www.kocca.kr/cop/bbs/view/B0000153/1812206.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=5Developing Meaningful Player Character Arcs in Branching Narrativehttp://www.gamasutra.com/view/feature/188950/developing_meaningful_player_.phpby Alexander M. Freed2013. 3. 21
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[가마수트라] [스폰서 기획] 전세계 차세대 게임의 동력, 에비스 2 미들웨어http://www.kocca.kr/cop/bbs/view/B0000153/1812305.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=5Sponsored Feature: YEBIS 2 Middleware to Power Next-Gen Games Worldwidehttp://www.gamasutra.com/view/feature/188634/sponsored_feature_yebis_2_.phpby Silicon Studio2013. 3. 20
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[가마수트라] 레벨 디자인의 날: 질문과 답변http://www.kocca.kr/cop/bbs/view/B0000153/1812273.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=5Level Design in a Day: Your Questions, Answeredhttp://www.gamasutra.com/view/feature/188740/level_design_in_a_day_your_.phpby Coray Seifert2013. 3. 19
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[가마수트라] 게임 개발자들에게 삶의 질을 묻다http://www.kocca.kr/cop/bbs/view/B0000153/1812883.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=5Game Developer Quality-of-Life Surveyhttp://www.gamasutra.com/view/feature/188671/game_developer_qualityoflife_.phpby Patrick Miller, Brad Bulkley2013. 3. 18
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[가마수트라] 수익화 모델 설계에 관련된 용어들http://www.kocca.kr/cop/bbs/view/B0000153/1812154.do?searchCnd=1&searchWrd=%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC&cateTp1=&cateTp2=&useAt=&menuNo=200912&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&uf_Setting=&recovery=&pageIndex=5The Language of Monetization Designhttp://www.gamasutra.com/view/feature/188359/the_language_of_monetization_design.phpby Ramin Shokrizade2013. 3. 13
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[가마수트라] 게임은 예술인가? 게이머는 예술가인가?http://www.kocca.kr/cop/bbs/view/B0000153/1812205.doAre Game(r)s Art(ists)?http://www.gamasutra.com/view/feature/188265/are_gamers_artists.phpby Darby McDevitt2013. 3. 12
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