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November 30, 2015
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November 30, 2015
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Updates » Design
Tomb Raider and the clash between story and violence in games Exclusive 44
by Simon Parkin [11.19.15]
Game writers craft sophisticated narratives tho explain the desires and actions of their protagonists. But that's often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC, Design, Exclusive

Video: Creating the over-the-top enemies & AI of Sunset Overdrive  
by Staff [11.18.15]
At GDC 2015, Insomniac Games' Adam Noonchester deconstructs the enemy AI design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Programming, Design, Video, Vault

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Nintendo designers are uploading Mario Maker levels under fake names 1
by Alex Wawro [11.18.15]
Nintendo's latest Super Mario Maker update has a new hub to showcase "Official Maker" levels, some of which are designed by Nintendo employees, uploaded under pseudonyms like "Bowser" and "Parakeet."
Console/PC, Design

Don't Miss: Designing the rocket jumping in Rocket League 7
by Dave Hagewood [11.18.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

Why Bethesda is uniquely capable of making games like Fallout 4 9
by Alex Wawro [11.18.15]
Over at Wired, veteran dev Zak McClendon examines what it is about Bethesda's approach to game development that makes the studio uniquely capable of producing expansive, enthralling, bug-ridden games.
Console/PC, Design

Learn new ways to craft epic boss battle AI at GDC 2016  
by Staff [11.18.15]
GDC officials highlight a fresh pair of great GDC 2016 talks from the designers of hit free-to-play shooter Warframe and the CEO of F2P analytics firm Ninja Metrics.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing, GDC

What makes Japan's biggest phenomenon, Yo-Kai Watch, tick?  
by Christian Nutt [11.17.15]
The CEO of Yo-Kai Watch developer Level-5, Akihiro Hino, explains what goes into a massive cultural phenomenon, the cross-media nature of the project, and why he's sticking with the 3DS.
Console/PC, Design, Business/Marketing

Get a job: Finnish mobile studio Next Games seeks a Game Designer  
by Staff [11.17.15]
Helsinki-based mobile game startup Next Games is looking to bring on an experienced game designer to take a senior role at the company, which is currently working on a game using The Walking Dead IP.
Console/PC, Design, Recruitment

Video: 50 common game camera mistakes -- and how to fix them 4
by Staff [11.17.15]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Indie, Programming, Design, Video, Vault

Don't Miss: Designing the characters & combat of Valkyria Chronicles 4
by Brandon Sheffield [11.17.15]
The Sega duo behind critically acclaimed PS3 strategy title Valkyria Chronicles discuss gameplay evolution, the lessons of war, and Pixar's influence in this classic 2009 interview.
Console/PC, Art, Design, Production

Creating great social shares for your game 2
by Gamasutra Community [11.17.15]
"So if you're unable to pay for user acquisition or direct advertising, how can you help ensure that you reach more players than those that have already downloaded your game? Enter: Social Sharing!"
Smartphone/Tablet, Design, Business/Marketing

Attend GDC 2016 and learn to avoid common game dev cognitive biases  
by Staff [11.17.15]
With GDC 2016 on the horizon, organizers are pleased to debut talks from game industry vet Don Daglow and Double Stallion cofounder Daniel Menard on how to make better F2P games while avoiding cognitive biases in your studio.
Console/PC, Design, Production, Business/Marketing, GDC

Losing control: A/B testing in mobile games 2
by Gamasutra Community [11.17.15]
"I'm not saying that A/B testing can't work, or can't be effective... but as with a lot of things which cross my desk, the devil is in the details."
Smartphone/Tablet, Design

The strange double-standards around F2P ethics discussions 41
by Gamasutra Community [11.17.15]
"I want to talk about these inconsistencies, because I believe they hide deeper, often hidden opinions, convictions, and fears that perhaps even the people who run into such inconsistencies havenít truly understood themselves."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Game Design Deep Dive: Power-ups in Lovers in a Dangerous Spacetime 1
by Matt Hammill [11.17.15]
"If thereís one takeaway from this piece, itís that every decision we made was massively influenced by playtesting. I canít stress enough how important this was for ending up with clear, understandable game systems."
Console/PC, Indie, Design, Deep Dive

Designing levels: From Photoshop to Unity 16
by Gamasutra Community [11.17.15]
"Although this is not the best solution for greyboxing, it is the easiest way of doing it without using any third party plugins."
Smartphone/Tablet, Indie, Programming, Design

Video: 4 questions to help you find the best theme for your game  
by Staff [11.16.15]
As part of the GDC 2013 Microtalks sessions, Plants vs. Zombies creator George Fan hopped up on stage to quickly run down four questions he'd created to help clarify the themes of his games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

This Week in Video Game Blogging: Grants for Unreal devs and Fallout 4's furry companion  
by Critical Distance [11.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from initial critical reception to Fallout 4 to grant opportunities for Unreal developers.
Console/PC, Indie, Art, Design, Business/Marketing

Don't Miss: 'Flow' and the psychology of great game design 31
by Sean Baron [11.16.15]
Microsoft Studios researcher Sean Baron takes a look into the often discussed but rarely defined concept of 'Flow' in this classic 2012 feature, with suggestions for helping players get into the zone.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design