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December 20, 2014
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December 20, 2014
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Updates » Design
Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 3
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Console/PC, Indie, Design

On 'comprehensive game criticism' and plastic ghosts of the past 2
by Gamasutra Community [12.19.14]
A step toward formulating a useful game criticism, by looking at a weird, old game: "The first word that comes to mind when I think of Perfect Dark: 'bloated.' It's also highly hypocritical, game design-wise."
Console/PC, Design

Get a job: Oculus VR is hiring a Gameplay Engineer  
by Staff [12.19.14]
Got a passion for virtual reality? Oculus VR is looking for an experienced developer to join the team in its Seattle, WA office and work on creating "game-like experiences" for the Oculus Rift.
Console/PC, Design, Recruitment

Video: How games reflect the tension between our hearts and minds  
by Staff [12.19.14]
In a wide-ranging GDC 2014 talk, NYU Game Center chief Frank Lantz explored how games are made, played and talked about in an effort to better understand the ways in which people look at the world.
Console/PC, Design, Video, Vault

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 3
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

What can F2P developers learn from premium games? Find out at GDC  
by Staff [12.19.14]
Free-to-play and premium games may have different business models, but they can still share similar aspirations when it comes to excellent design. Learn what F2P can learn from P2P at GDC 2015.
Social/Online, Design, GDC

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 1
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Console/PC, Smartphone/Tablet, Indie, Design

Mining data to understand Street Fighter's balance and meta-game 2
by Gamasutra Community [12.19.14]
"This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques."
Console/PC, Design

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Console/PC, Indie, Programming, Design, Production

Get a job: Volition is hiring a Senior Systems Designer  
by Staff [12.18.14]
The makers of Saints Row are looking for an experienced designer to take on a senior systems designer role on a third-person action game at the company's Champaign, Illinois studio.
Console/PC, Design, Recruitment

Best of 2014: Understanding Nintendo's Tomodachi Life problem 84
by Christian Nutt [12.18.14]
Christian Nutt examines why Nintendo's response to outcry over the lack of same-sex marriage in Tomodachi Life is so important, and reflects on the totemic power of marriage and identity in games.
Console/PC, Serious, Design, Business/Marketing

Gamasutra's Best of 2014: Christian Nutt's Top 5 Games 3
by Christian Nutt [12.18.14]
A surprising year for Gamasutra editor Christian Nutt, who ended up loving games he wasn't even anticipating -- all smaller in scope but better in execution than the big guys' titles.
Console/PC, Indie, Design

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Capcom licenses Unreal Engine 4 to power Street Fighter V 3
by Alex Wawro [12.18.14]
Epic Games confirmed today that Capcom's upcoming cross-platform PC and PlayStation 4 game Street Fighter V will be built using Unreal Engine 4.
Console/PC, Design

College students in Sheffield, UK gain access to dozens of PS4 dev kits  
by Phill Cameron [12.18.14]
Sheffield Hallam University has opened the world's largest PlayStation educational facility, complete with 34 PS4 dev kits, adding to their existing suite of PS3 and PS Vita dev kits.
Console/PC, Design

Developers' Top 5 games of 2014: Laralyn McWilliams 5
by Gamasutra Community [12.18.14]
"If it's mentioned, no matter how old it is, do I feel compelled to sit down, reinstall it, and play it right then? If the answer is yes, then I'll consider it a favorite."
Console/PC, Social/Online, Smartphone/Tablet, Design

Gamasutra's Best of 2014: Alex Wawro's Top 5 Games 2
by Alex Wawro [12.18.14]
As the temperature drops and the game industry continues its sleepy shuffle through the holiday season, many of us turn to reflect on a simple question: what the hell was this year in games all about?
Console/PC, Smartphone/Tablet, Indie, Design

Video: How Save the Date wins hearts through nonlinear narrative  
by Staff [12.17.14]
As part of the GDC 2014 Independent Games Summit, Save the Date creator Chris Cornell spoke about the specific techniques he used to build a surprisingly emotional nonlinear narrative game.
Indie, Design, Video, Vault

Building context: Toy-like interfaces in games 8
by Gamasutra Community [12.17.14]
A PopCap UI/UX lead on interfaces: "The more toy-like your game is, the more people are going to be inclined to explore it, learn more about it, and develop mastery of its systems."
Console/PC, Art, Design

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC