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March 28, 2015
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Updates » Console/PC
Don't Miss: Level design in The Legend of Zelda 64
by Staff [03.09.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

New service aims to crowdfund collectible versions of digital games  
by Alex Wawro [03.09.15]
Developers of digital-only games, take note: there's a new service in town that will help you crowdfund and produce a limited physical edition of your game packed with "feelies" like posters, statues and mixtapes.
Console/PC, Indie, Business/Marketing

GDC reports record-breaking attendance and announces 2016 dates  
by Staff [03.09.15]
Game Developers Conference has set a record for event attendance, with more than 26,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Life of Pixel: The business realities of a moderate-at-best indie hit 25
by Gamasutra Community [03.09.15]
"We just need to hang on in there, and hopefully at some point soon our fortunes will improve. Indie development can be a tricky beast!"
Console/PC, Indie, Business/Marketing

4 vital contract terms when hiring a game dev contractor  
by Gamasutra Community [03.09.15]
"Without a written contract, many of these issues (and others I didnít address) are left unresolved. Before entering into a working relationship, get it in writing. It can benefit all parties involved."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Pathing and movement on a 3D grid 9
by Gamasutra Community [03.09.15]
"There are a lot of things to consider with movement in a 3D game, even a grid-based one. Some of these issues we tackled ahead of time, while others required playtesting and iteration."
Console/PC, Smartphone/Tablet, Indie, Design

Postmortem: Human Extinction Simulator 5
by Gamasutra Community [03.09.15]
"I was now in the right state of mind to work on my best game yet that would let me get my hopes up for the first time. I was ready to put to good use the last seven years I spent 'trying' to actually 'making.'"
Console/PC, Indie, Design, Production, Business/Marketing

Studio management tips from Jesse Schell 9
by Christian Nutt [03.06.15]
Over the course of the last 12 years of running his studio, Schell Games, Jesse Schell has learned a few things about management: Here's a collection of his insight, shared today at GDC.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Suviving LocJam: Localizing a game on the quick  
by Gamasutra Community [03.06.15]
Game translators were offered a nice interactive story, Grandpa. A creepy atmosphere and a disturbing twist gave us translators good material to test both our technical knowledge and literary talent.
Console/PC, Smartphone/Tablet, Indie, Production

Weaving Super Mario Galaxy's tunes together 1
by Gamasutra Community [03.06.15]
"Creating medleys is hard, probably one of the hardest tasks of an arranger. You have to please the fans and, at the same time, try something new and innovative."
Console/PC, Audio

Warren Robinett reflects on his 'signature' game: Adventure Exclusive 7
by Alex Wawro [03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015.
Console/PC, Design, Exclusive, GDC

'We should have been more audacious' - A Civilization: Beyond Earth retrospective 7
by Simon Parkin [03.05.15]
Firaxis was too concerned about alienating players of previous Civilization games when creating the most recent title in the series, Beyond Earth, the game's lead designers said at GDC 2015 today.
Console/PC, Design, GDC

Saving video game history begins right now 7
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Jason Scott, archivist at the Internet Archive, urged developers to start preserving their history immediately.
Console/PC, Social/Online, Smartphone/Tablet, Indie, History, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

CryEngine sticking to $9.90 subscription, working hard to improve 4
by Christian Nutt [03.05.15]
Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
Console/PC, Programming, Business/Marketing, GDC

The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Console/PC, Business/Marketing, Exclusive, GDC

Git for Unity developers 12
by Gamasutra Community [03.05.15]
"I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' 16
by Thomas Grip [03.05.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design

Steam Machines and a Steam Controller have hit the Steam store 3
by Alex Wawro [03.05.15]
As GDC rolls on, Valve has listed a seemingly final version of the Steam Controller and an array of third-party Steam Machines on its Steam storefront.
Console/PC, Business/Marketing