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August 20, 2014
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August 20, 2014
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Updates » Design
Video: Facing the challenges of making games for new audiences  
by Staff [08.20.14]
Veteran designer Kellee Santiago speaks at GDC Europe 2011 about the elation -- and terror -- that comes when you try to make a new kind of game for a new audience, and how you can tackle it head-on.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, GDC Europe

Pixel Miner explores the constraints of the Pebble smartwatch Exclusive  
by Mike Rose [08.20.14]
Admittedly, I find myself glued to a screen most weekends, playing whatever takes my fancy at the time. Last weekend, the screen was a little smaller than normal.
Smartphone/Tablet, Indie, Design, Exclusive

Satirizing game development proves therapeutic for ex-AAA indies 1
by Alex Wawro [08.20.14]
Speaking to Polygon, game industry veteran Jordan Thomas shares some interesting insight into his work at Irrational directing Bioshock 2 and the genesis of his debut indie title The Magic Circle.
Console/PC, Indie, Design, Production

Download the 2014 Game Career Guide now! Exclusive  
by Staff [08.20.14]
Looking to advance your career in the video game industry? The free annual Game Career Guide is out now, and will help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Student/Education, annual Career Guide

Don't Miss: BlitWorks reveals how it ports games like Fez Exclusive 3
by Alex Wawro [08.20.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Indie, Programming, Design, Production, Exclusive

GDC Next adds ADC talks on second-screen design, mobile commerce  
by Staff [08.20.14]
Fresh talks on designing second screen experiences and mobile-friendly storefronts join the lineup of ADC talks at the future-focused GDC Next, which will be held in L.A. this November.
Smartphone/Tablet, Design, Business/Marketing, ADC

Bringing back Shadowgate 2
by Gamasutra Community [08.20.14]
The story of the return of a classic, and the decisions that go into making a game fresh but still please fans who've loved it since the 1980s.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How I made a game with my kids 1
by Gamasutra Community [08.20.14]
A developer tells the story of how his seven year old son's idea for a game called "Bees Get Dead" resulted in Beetastic, developed with his two kids and launched for iOS.
Smartphone/Tablet, Art, Design, Production

Blog: How control schemes standardized gameplay 5
by Gamasutra Community [08.20.14]
On the standardization of controls: "On one hand making it a lot easier to play multiple games, but on the other hand it makes games that stray from the beaten path stick out like a sore thumb."
Console/PC, Design

How do you innovate with zombies? Dying Light searches for the answer Exclusive 1
by Mike Rose [08.20.14]
I spoke with Maciej Binkowski, lead game designer on Dying Light, about finding innovation in a genre that appears to have already been beaten to death.
Console/PC, Design, Business/Marketing, Exclusive, Video

Video blog: 'We just need to stick to our guns, to our creativity' 4
by Gamasutra Community [08.19.14]
Paul Taylor of Mode 7 Games offers some thoughts about the commercialization of indie touched off by his visit to Gamescom last week.
Console/PC, Indie, Design, Business/Marketing

GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The origins of Archmage Rises, and how popularity followed 4
by Gamasutra Community [08.19.14]
After making a splash with his blog post "Why I've said goodbye to mobile in favor of PC," Archmage Rises dev Thomas Henshell explores where his game came from and where it's going.
Console/PC, Indie, Design, Business/Marketing

Designing a 2D jump 7
by Gamasutra Community [08.19.14]
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics.
Console/PC, Indie, Programming, Design

Composition in level design: An in-depth examination 6
by Gamasutra Community [08.19.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

This Week in Video Game Criticism: From Critical Let's Plays to a History of Mobile Games  
by Zolani Stewart [08.18.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing  
by Staff [08.18.14]
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

For developers, the hardest path yields more XP 3
by Gamasutra Community [08.18.14]
"Do not listen to people who are afraid of failure." -- that's the mantra of designer Mark Venturelli, who offers tips on the hard road to becoming a better game designer.
Console/PC, Indie, Design

Don't Miss: How Blizzard makes games like Diablo III Exclusive 19
by Christian Nutt [08.18.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

Itís in the game: A brief look at Game Transfer Phenomena 16
by Gamasutra Community [08.18.14]
Psychologist Mark Griffiths on how sometimes, players can experience thoughts and experiences from inside of the game -- outside of the game.
Console/PC, Design, Business/Marketing