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May 24, 2013
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Features » Design
Dean Hall Discusses DayZ's Development Process 1
by Christian Nutt [05.24.13]
Project lead Dean Hall explains to Gamasutra the way his team is developing the new standalone game, including exactly what its players bring to the table and how Steam is integrated into the developers' workflow.
Design, Production, Interview, Console/PC, Indie, Social/Online

Creating Virtual Reality Games: The Fundamentals 6
by Sébastien Kuntz [05.23.13]
As VR heats up again thanks to the emergence of the Oculus Rift, Gamasutra presents a ten-year veteran's take on best practices for developing immersive games using this technology.
Design, Console/PC, Serious, Indie

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Pursuing a Video Game Masterpiece 39
by Paul Walker [05.10.13]
Three speakers reflect on the "games as art" debate -- but not whether they are art (they are) but instead what that means, how developers can best pursue it, and what tendencies might be holding them back.
Design, Interview, Console/PC

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Making Halo 4: A Story About Triple-A 14
by Kris Graft [04.26.13]
Whether you love the Halo franchise for its expansive lore and emergent gameplay, or hate it for its sci-fi marines vs. aliens video game-ness, it's difficult not to be intrigued by Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development of the game began.
Design, Production

A Journey to Monaco: Andy Schatz Looks Back 8
by Mike Rose [04.18.13]
The developer of the IGF grand prize winner reflects on the game, almost four years in the making -- recounting his personal struggles, his business problems, and the solutions he's learned over the course of making the game.
Business/Marketing, Design, Interview, Indie

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC

The Designer's Notebook: Three Problems for Interactive Storytellers, Resolved 57
by Ernest Adams [04.08.13]
Building on his PhD research, Gamasutra's longtime columnist explores the ways in which game narrative is still problematic, testing theories and solutions, and offering potential suggestions based on years of research and thought.
Design