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November 23, 2014
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November 23, 2014
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Updates » Design
Game mechanics vs. gamification 6
by Gamasutra Community [11.12.14]
"If we want people to take us seriously, we need to show we understand what we are talking about. Game designers already think we are sheep spouting psychobabble. Why give them more ammunition by misusing their terminology?"
Smartphone/Tablet, Design

Using biofeedback, games might go from escapist to introspective 7
by Alex Wawro [11.11.14]
In an interview with RPS, SoundSelf designer Robin Arnott ruminates on how incorporating biofeedback data like breathing patterns or heart rate into game design might change the industry.
Console/PC, Indie, Design

Don't Miss: How 343 earned its stripes making Halo 4 13
by Kris Graft [11.11.14]
As Halo briefly returns to the zeitgiest, read this classic feature about Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development began.
Console/PC, Design, Production

Making the jump from video game to physical game design  
by Gamasutra Community [11.11.14]
"The latest mountain i scaled was launching LockQuest, a brand new real escape the room game company in Toronto. It's probably the most difficult thing i've done in my entire life."
Console/PC, Indie, Design, Business/Marketing

Studio behind Stealth Bastard tries its hand at open development Exclusive  
by Mike Rose [11.11.14]
British developer/publisher Curve Digital has got a new game in the works -- it's first "fresh" project since 2011's Stealth Bastard -- and it's already looking rather fine.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

This Week in Video Game Criticism: Press X to Pay Respects 1
by Eric Swain [11.10.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging the critical reception to Call of Duty: Advanced Warfare to a different look at Bayonetta 2.
Console/PC, Indie, Design

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, Design, Business/Marketing, Video, Vault

Using Scrum to design player emotions 4
by Gamasutra Community [11.10.14]
"You can reuse your Scrum skills in different guises throughout the entire brainstorming and design process. Donít limit yourself to using Scrum in development. Use it wherever you find it usable."
Indie, Design

To the Moon creator on his wordless follow-up A Bird Story Exclusive 2
by Mike Rose [11.07.14]
To the Moon creator Kan Gao has launched a follow-up -- and while To the Moon was rather wordy, A Bird Story doesn't feature a single line of dialogue.
Console/PC, Indie, Design, Exclusive

Don't Miss: A postmortem look at how Blizzard built Diablo II 3
by Erich Schaefer [11.07.14]
Diablo II executive producer Erich Schaefer details what went right -- and wrong -- during development of what became one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The mental tax of making horror games 7
by Gamasutra Community [11.07.14]
"A developer you have to keep going deeper, examining and analyzing... The sum of all this over time can result in experiencing a certain level of uneasiness, scary thoughts, nightmares, etc."
Console/PC, Indie, Design

GDC's Experimental Gameplay Workshop needs your crazy prototypes  
by Staff [11.07.14]
The perennially popular Experimental Gameplay Workshop returns to GDC in 2015, and the event's organizers have issued a call for submissions of new "experimental" video games and prototypes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: Why do we really play? 14
by Gamasutra Community [11.06.14]
"It can be concluded that thinking outside of the box and looking into the wide field of psychology can turn out to be immensely helpful for game designers."
Console/PC, Design

All due respect: Press F for farce 36
by Gamasutra Community [11.06.14]
Why Call of Duty: Advanced Warfare's "Press [F] to Pay Respects" scene just doesn't work, and how it crucially differs from a similar idea in Batman: Arkham City.
Console/PC, Design

Video: Lessons learned from designing games for disabled players  
by Staff [11.05.14]
Expert Ian Hamilton spoke about the topic at GDC 2014 earlier this year, sharing sucess storie and lessons learned from when developing accessible games for disabled players hasn't gone well.
Console/PC, Indie, Design, Video, Vault

The game design ramifications of violence 22
by Gamasutra Community [11.05.14]
"I'm looking forward to a future in which we're more conscientious about the messages we're putting forward in our media, and I'm also looking forward to games that are patently more novel and interesting."
Console/PC, Design

How Playful is mapping the frontier of VR game development 1
by Alex Wawro [11.04.14]
The field of VR game development is growing fast, and Lucky's Tale developer Playful Corp seems to be one of its foremost pioneers. They revealed some of what they've learned today at GDC Next.
Console/PC, Design, GDC Next

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

'Reclaiming my soul', or 'Why I quit making free-to-play mobile games' 20
by Kris Graft [11.04.14]
Telltale Games producer Caryl Shaw told an audience at GDC Next today about how she was able to "reclaim her soul" by quitting free-to-play mobile games and head back to the triple-A development industry.
Social/Online, Smartphone/Tablet, Design, Production, GDC Next

Don't Miss: How do you reinvent Call of Duty all over again? 13
by Mike Rose [11.04.14]
With Call of Duty: Advanced Warfare, Sledgehammer Games is not only looking to reinvent the franchise -- it's also the studio's very first go at building its own Call of Duty.
Console/PC, Design, Business/Marketing