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제목링크원문 제목원문 링크저자원문 발행일
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휴먼: 폴 플랫(Human: Fall Flat)'을 위한 터치 컨트롤 설계 방법https://ashurang.tistory.com/entry/%ED%9C%B4%EB%A8%BC-%ED%8F%B4-%ED%94%8C%EB%9E%ABHuman-Fall-Flat%EC%9D%84-%EC%9C%84%ED%95%9C-%ED%84%B0%EC%B9%98-%EC%BB%A8%ED%8A%B8%EB%A1%A4-%EC%84%A4%EA%B3%84-%EB%B0%A9%EB%B2%95Designing touch controls for Human: Fall Flathttps://www.gamedeveloper.com/disciplines/designing-touch-controls-for-human-fall-flatPeter de Jong2021. 2. 17
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[가마수트라] 고스트 오브 쓰시마 - 매력적인 퀘스트 디자인의 기술https://ashurang.tistory.com/entry/%EA%B3%A0%EC%8A%A4%ED%8A%B8-%EC%98%A4%EB%B8%8C-%EC%93%B0%EC%8B%9C%EB%A7%88-%EB%A7%A4%EB%A0%A5%EC%A0%81%EC%9D%B8-%ED%80%98%EC%8A%A4%ED%8A%B8-%EB%94%94%EC%9E%90%EC%9D%B8%EC%9D%98-%EA%B8%B0%EC%88%A0Ghost of Tsushima - The Art of Compelling Quest Designhttps://www.gamedeveloper.com/disciplines/ghost-of-tsushima---the-art-of-compelling-quest-designSukhraj Johal2020. 11. 21
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King™의 비밀연구소: 부분유료화 RPG게임 밸런싱http://masterfarseer.blogspot.com/2019/04/rpg.htmlBreaking down the metagame design in a mobile RPGhttps://www.gamedeveloper.com/design/breaking-down-the-metagame-design-in-a-mobile-rpgPhill Cameron2019. 1. 7
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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.https://www.gamedeveloper.com/business/indie-game-business-now-15-000-times-harder-Bram Stolk2018. 12. 12
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(번역) 팀 참여 컨펌 프로세스 (A Team-Oriented Approval Process)https://camlostblog.wordpress.com/2019/02/14/%eb%b2%88%ec%97%ad-%ed%8c%80-%ec%b0%b8%ec%97%ac-%ec%bb%a8%ed%8e%8c-%ed%94%84%eb%a1%9c%ec%84%b8%ec%8a%a4-a-team-oriented-approval-process/A Team-Oriented Approval Processhttps://www.gamedeveloper.com/audio/a-team-oriented-approval-processTimothy Ryan2018. 12. 10
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Level Design Tips and Tricks (번역)http://lunchballer.com/archives/604Level Design Tips and Trickshttps://www.gamedeveloper.com/design/level-design-tips-and-tricksTom 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 dump
https://www.gamedeveloper.com/business/centuries-ago-the-dark-lord-when-and-how-to-dump
ALEXIS 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)
https://www.gamedeveloper.com/design/the-10-secrets-to-indie-game-success-and-why-they-do-not-exist-
Paul Kilduff-Taylor2018. 8. 24
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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-making
https://www.gamedeveloper.com/production/a-producer-s-guide-to-decision-making
Iain 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' organization
https://www.gamedeveloper.com/business/less-management-more-success-inside-supercell-s-upside-down-organization
Kris 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 cards
https://www.gamedeveloper.com/design/why-the-i-cultist-simulator-i-devs-built-their-lovecraftian-game-on-a-house-of-cards
Carli Velocci2018. 5. 22
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[번역] 리바이어던 도끼 회수하기https://camlostblog.wordpress.com/2018/05/09/recalling_the_leviathan_axe/Recalling the Leviathan Axe
https://www.gamedeveloper.com/design/recalling-the-leviathan-axe
Vince Napoli2018. 5. 8
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(번역) 디비니티: 오리지널 신 2의 턴제 전투에서 드라마를 디자인하기https://camlostblog.wordpress.com/2019/06/08/%eb%94%94%eb%b9%84%eb%8b%88%ed%8b%b0-%ec%98%a4%eb%a6%ac%ec%a7%80%eb%84%90-%ec%8b%a0-2%ec%9d%98-%ed%84%b4%ec%a0%9c-%ec%a0%84%ed%88%ac%ec%97%90%ec%84%9c-%eb%93%9c%eb%9d%bc%eb%a7%88%eb%a5%bc-%eb%94%94/Designing drama into the turn-based combat of Divinity: Original Sin 2https://www.gamedeveloper.com/design/designing-drama-into-the-turn-based-combat-of-i-divinity-original-sin-2-i-Phill Cameron2018. 2. 12
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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.gamedeveloper.com/design/do-we-even-need-qa-at-the-start-of-a-project-
Alex Dorans2017. 12. 15
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겉보기보다 복잡한 슬롯 게임http://masterfarseer.blogspot.com/2018/07/blog-post.htmlThe Hidden Complexity of Video Slot Games
https://www.gamedeveloper.com/design/the-hidden-complexity-of-video-slot-games
Timothy Ryan2017. 7. 12
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노인을 위한 게임 산업은 없다.https://masterfarseer.blogspot.com/2017/06/blog-post.htmlNo industry for old men (or women)
https://www.gamedeveloper.com/business/no-industry-for-old-men-or-women-
Simon Parkin2017. 5. 30
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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 formula
https://www.gamedeveloper.com/design/a-new-recipe-for-the-roleplaying-game-formula
Guido 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 devs
https://www.gamedeveloper.com/design/6-ways-that-the-i-final-fantasy-i-franchise-continues-to-influence-devs
Jon Irwin2016. 11. 29
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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 today
https://www.gamedeveloper.com/design/7-classic-arcade-games-that-can-still-teach-developers-lessons-today
Stefanie Fogel2016. 10. 25
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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 study
https://www.gamedeveloper.com/design/7-strategy-games-that-every-developer-should-study
Alan Bradley2016. 9. 19
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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 Prices
https://www.gamedeveloper.com/business/the-ugly-truth-of-game-prices
Josh Bycer2016. 9. 15
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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 GO
https://www.gamedeveloper.com/business/free-to-play-game-item-pricing-case-study-pokemon-go
YongHee Kim2016. 8. 15
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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 Sequels
https://www.gamedeveloper.com/business/3-reasons-why-indies-don-t-like-sequels
Josh Bycer2016. 8. 5
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(번역) 클래시 로얄의 수학https://camlostblog.wordpress.com/2020/05/03/%eb%b2%88%ec%97%ad-%ed%81%b4%eb%9e%98%ec%8b%9c-%eb%a1%9c%ec%96%84%ec%9d%98-%ec%88%98%ed%95%99/The Math Of Clash Royalehttps://www.gamedeveloper.com/design/the-math-of-clash-royaleMichael Shalyt2016. 4. 19
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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 study
https://www.gamedeveloper.com/design/7-uses-of-procedural-generation-that-all-developers-should-study
Richard Moss2016. 1. 1
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10년간 게임기획자로 일하며 배운 10가지 교훈https://masterfarseer.blogspot.com/2015/12/10-10.htmlTen Lessons Over Ten Years
https://www.gamedeveloper.com/design/ten-lessons-over-ten-years
James Youngman2015. 12. 1
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명작 포스트모템 - Silent Hill 4: The Roomhttps://ashurang.tistory.com/entry/%EA%B0%80%EB%A7%88%EC%88%98%ED%8A%B8%EB%9D%BC-%EB%AA%85%EC%9E%91-%ED%8F%AC%EC%8A%A4%ED%8A%B8%EB%AA%A8%ED%85%9C-%EC%82%AC%EC%9D%BC%EB%9F%B0%ED%8A%B8-%ED%9E%90-4-%EB%8D%94-%EB%A3%B8-Silent-Hill-4-The-Room?category=911698Classic Postmortem: Silent Hill 4: The Roomhttps://www.gamedeveloper.com/audio/classic-postmortem-i-silent-hill-4-the-room-i-Christian Nutt2015. 10. 30
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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?
https://www.gamedeveloper.com/design/why-did-the-ending-of-mass-effect-3-sink-our-opinion-of-the-whole-series-
Jamie 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 AppStore
https://www.gamedeveloper.com/business/prison-life-rpg-2-months-sales-figures-let-s-player-effect-and-googleplay-store-vs-appstore
Shu Wan Cheng2015. 5. 1
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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 Do
https://www.gamedeveloper.com/business/the-game-outcomes-project-part-5-what-great-teams-do
Paul 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 Worse
https://www.gamedeveloper.com/business/the-game-outcomes-project-part-4-crunch-makes-games-worse
Paul 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 Factors
https://www.gamedeveloper.com/business/the-game-outcomes-project-part-3-game-development-factors
Paul 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 Teams
https://www.gamedeveloper.com/business/the-game-outcomes-project-part-2-building-effective-teams
Paul 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 Rest
https://www.gamedeveloper.com/business/the-game-outcomes-project-part-1-the-best-and-the-rest
Paul Tozour2014. 12. 16
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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.
https://www.gamedeveloper.com/business/-gamers-don-t-have-to-be-your-audience-gamers-are-over-
Leigh Alexander2014. 8. 28
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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 Writing
https://www.gamedeveloper.com/design/the-lasting-excellence-of-legacy-of-kain-soul-reaver-s-writing
Ben 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)
https://www.gamedeveloper.com/business/ethical-free-to-play-game-design-and-why-it-matters-
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 landscape
https://www.gamedeveloper.com/design/game-developers-reflect-on-a-changed-console-landscape
Christian Nutt2013. 11. 21
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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 Hunter
https://www.gamedeveloper.com/programming/from-concept-to-retail-in-three-months-the-making-of-i-deer-hunter-i-
James Boer2013. 11. 19
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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 consoles
https://www.gamedeveloper.com/disciplines/how-indies-made-an-impact-on-a-generation-of-game-consoles
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 Greenlight
https://www.gamedeveloper.com/business/revisiting-greenlight
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?
https://www.gamedeveloper.com/business/with-the-luster-of-social-games-gone-what-now-
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 games
https://www.gamedeveloper.com/design/harnessing-the-power-of-motion-control-in-video-games
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 Rift
https://www.gamedeveloper.com/extended-reality/best-practices-for-vr-from-seven-devs-working-with-the-oculus-rift
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 development
https://www.gamedeveloper.com/design/how-tale-of-tales-lets-creativity-collaboration-rule-game-development
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 Publisher
https://www.gamedeveloper.com/business/chris-roberts-on-i-star-citizen-i-crowdfunding-success-and-why-he-doesn-t-want-a-publisher
Christian Nutt2013. 9. 26
48
[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!
https://www.gamedeveloper.com/business/postmortem-drinkbox-studios-i-guacamelee-i-
Chris Harvey2013. 9. 23
49
[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 Era
https://www.gamedeveloper.com/design/a-new-i-pok-mon-i-for-a-new-era
Christian Nutt2013. 9. 19
50
[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'
https://www.gamedeveloper.com/design/-i-puppeteer-i-a-macabre-fairy-tale-game-made-the-japanese-way-
Christian Nutt2013. 9. 10
51
[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 Conflict
https://www.gamedeveloper.com/design/-i-animal-crossing-i-s-strange-unresolved-conflict
Ian Bogost2013. 9. 5
52
[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 Luckey
https://www.gamedeveloper.com/business/a-conversation-with-oculus-vr-founder-palmer-luckey
Christian Nutt2013. 9. 3
53
[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 microconsoles
https://www.gamedeveloper.com/design/designing-local-multiplayer-games-for-microconsoles
Leigh Alexander2013. 8. 30
54
[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 microconsoles
https://www.gamedeveloper.com/mobile/tales-of-porting-games-to-microconsoles
Mike Rose2013. 8. 27
55
[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 Developers
https://www.gamedeveloper.com/console/the-android-microconsole-reference-guide-for-game-developers
Kris Graft2013. 8. 26
56
[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
https://www.gamedeveloper.com/business/grunge-grrrls-and-video-games-turning-the-dial-for-a-more-meaningful-culture
Leigh Alexander2013. 8. 16
57
[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 Games
https://www.gamedeveloper.com/business/getting-from-modern-war-to-the-future-of-video-games
Christian Nutt2013. 8. 14
58
[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 Influence
https://www.gamedeveloper.com/audio/20-years-of-i-mana-i-i-secret-of-mana-i-s-enduring-influence
Christian Nutt, Douglas Wilson
2013. 8. 9
59
[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: Reckoning
https://www.gamedeveloper.com/production/postmortem-i-kingdoms-of-amalur-reckoning-i-
Mike Fridley2013. 7. 30
60
[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 funding
https://www.gamedeveloper.com/business/when-players-buy-your-game-before-it-s-done-expert-tips-on-alpha-funding
Mike Rose2013. 7. 30
61
[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
https://www.gamedeveloper.com/console/why-i-super-metroid-i-s-hacking-community-is-still-going-strong
Victoria Earl2013. 7. 24
62
[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 far
https://www.gamedeveloper.com/disciplines/the-ouya-experience-what-game-developers-think-so-far
Kris Graft2013. 7. 22
63
[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 Series
https://www.gamedeveloper.com/design/the-i-animal-crossing-new-leaf-i-letter-series
Gamasutra staff2013. 7. 11
64
[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 games
https://www.gamedeveloper.com/business/chasing-the-whale-examining-the-ethics-of-free-to-play-games
Mike Rose2013. 7. 9
65
폐간된 게임 개발자 잡지의 ‘20년 역사’http://www.thisisgame.com/webzine/series/nboard/212/?series=12&n=48358Postmortem: Game Developer magazine
https://www.gamedeveloper.com/disciplines/postmortem-game-developer-magazine
Brandon Sheffield2013. 7. 5
66
[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 4
https://www.gamedeveloper.com/design/postmortem-i-resident-evil-4-i-
Yoshiaki Hirabayashi
2013. 6. 26
67
[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 Time
https://www.gamedeveloper.com/console/top-30-developers-of-all-time
Gamasutra staff, Game Developer Magazine Staff
2013. 6. 25
68
[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 Design
https://www.gamedeveloper.com/design/variants-the-challenge-of-changeable-design
Keith Burgun2013. 6. 12
69
[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 Gaming
https://www.gamedeveloper.com/design/what-lies-beyond-doorways-in-gaming
Dale Dobson2013. 6. 10
70
[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 Fire
https://www.gamedeveloper.com/console/video-games-under-fire
Brandon Sheffield2013. 6. 7
71
[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 Analytics
https://www.gamedeveloper.com/business/intro-to-user-analytics
Anders Drachen, Alessandro Canossa, Magy Seif El-Nasr
2013. 5. 30
72
[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 Fundamentals
https://www.gamedeveloper.com/design/creating-virtual-reality-games-the-fundamentals
Sébastien Kuntz2013. 5. 23
73
[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
https://www.gamedeveloper.com/programming/sponsored-the-world-of-i-just-cause-2-i---using-creative-technology-to-build-huge-open-landscapes
Linus Blomberg2013. 5. 16
74
[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?
https://www.gamedeveloper.com/business/playstation-plus-good-for-players-but-is-it-good-for-developers-
Kris Graft2013. 5. 9
75
[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 Legends
https://www.gamedeveloper.com/business/postmortem-appy-entertainment-s-animal-legends
Rory McGuire2013. 5. 6
76
[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 Roundup
https://www.gamedeveloper.com/business/a-mini-postmortem-roundup
Game Developer Magazine Staff
2013. 4. 29
77
[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 Edition
https://www.gamedeveloper.com/programming/postmortem-overhaul-games-i-baldur-s-gate-enhanced-edition-i-
Trent Oster2013. 4. 15
78
[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, Resolved
https://www.gamedeveloper.com/design/the-designer-s-notebook-three-problems-for-interactive-storytellers-resolved
Array2013. 4. 8
79
[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 4am
https://www.gamedeveloper.com/audio/postmortem-q-games-i-pixeljunk-4am-i-
Rowan Parker2013. 4. 3
80
[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 Games
https://www.gamedeveloper.com/design/angelina-the-computer-program-that-designs-games
Joe Martin2013. 4. 1
81
[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 Narrative
https://www.gamedeveloper.com/design/developing-meaningful-player-character-arcs-in-branching-narrative
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