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April 19, 2015
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Updates » Console/PC
Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Remembering LucasArts' groundbreaking Maniac Mansion 6
by Frank Cifaldi [03.30.15]
Ron Gilbert shares an "odd collection of memories" about the making of 1987's Maniac Mansion, the influential point-and-click adventure that began what many consider a golden era at Lucasfilm Games.
Console/PC, Design, Production

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Console/PC, Indie, Design, Exclusive

Sunless Sea sales and funding data: From Early Access to final release  
by Gamasutra Community [03.30.15]
Rich data on the indie game: "On 1st July, we launched on Steam. Across all channels – our website, Steam and the Humble Store – we sold 28,423 copies in July. Of those, 72% were in the first week."
Console/PC, Indie, Business/Marketing

Recreating inFamous: Second Son's neon run-effect in Unity 10
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Console/PC, Smartphone/Tablet, Indie, Programming

Games, stories, and words: Can we bridge the divide in our debate? 7
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Console/PC, Indie, Design

How to create immersive game intros 5
by Gamasutra Community [03.30.15]
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Console/PC, Indie, Art

Blog: Strategy game UI dos and don'ts 5
by Gamasutra Community [03.30.15]
"Thinking more about it and what makes a good UI, I return back to Rise of Nations, and how it really was and still is ahead of its time, with one of the best UIs I've seen."
Console/PC, Design

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Get a job: Sucker Punch seeks a Narrative Writer  
by Staff [03.27.15]
InFamous developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Console/PC, Design, Recruitment

Don't Miss: Boss battle design and structure 27
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Console/PC, Indie, Design

How analytics and ads can work together in your game  
by Gamasutra Community [03.27.15]
"With data-driven models, you can see exactly what source is bringing consumers in, which source they’re passing over, which source finally drives them to buy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Soon you'll be able to sign up for Valve's Vive VR dev kit 1
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Console/PC, Indie, Business/Marketing, VR

Quebec reinstates video game tax breaks 4
by Christian Nutt [03.27.15]
A new budget means new tax breaks: The Quebec government has restored the 37.5 percent credit for game development, which was slashed last June.
Console/PC, Business/Marketing

How to implement in-game player feedback forms 1
by Gamasutra Community [03.27.15]
"As developers we need to make it as frictionless as possible for players to communicate feedback to us - otherwise most won't bother. This is the beauty of this system."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC, GDC Europe

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Get a job: Sony Santa Monica seeks a Senior Programmer  
by Staff [03.26.15]
Sony's Santa Monica branch is looking for an experienced programmer to code graphics and engine tech alongside the God of War team.
Console/PC, Programming, Recruitment