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December 22, 2014
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December 22, 2014
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Updates » Design
Dragon Age: Inquisition scripting tools get deconstructed at GDC  
by Staff [12.10.14]
The Frostbite engine is a multi-talented piece of tech, and it drives everything from Dragon Age: Inquisition to Battlefield 4. Learn how its scripting system works at GDC 2015.
Console/PC, Design, GDC

Blog: Video games, luck, and Orange Juice 3
by Gamasutra Community [12.10.14]
"At first glance, this game seems horrendous... But by loading the game with an absurd amount of random elements, the quirky board game draws out the positive effects of luck in video games."
Console/PC, Design

Video: DreamHackathon - VR Winners and Presentations  
by Phill Cameron [12.09.14]
DreamHack has posted a video of all the presentations and winners from their DreamHackathon:VR game jam, tasking developers with creating a virtual reality game during DreamHack.
Console/PC, Design, Video

Get a job: Obsidian is hiring a UI/UX Designer  
by Staff [12.09.14]
Got a mind for interface design? Obsidian Entertainment is looking to hire a UI/UX designer to work alongside the design, art and programming teams at its Irvine, CA studio.
Console/PC, Design, Recruitment

Don't Miss: The 'Door Problem' of game design 36
by Liz England [12.09.14]
"I find myself explaining what game design means to a lot of people from different backgrounds, some of whom donít know anything about games. I like to describe my job in terms of 'The Door Problem.'"
Console/PC, Design

Making a game in 1993: A look back at the Amiga 500 21
by Gamasutra Community [12.09.14]
A look back at the Amiga 500, a classic PC embraced by the European development scene in the 1990s, and what sprung from this fertile ground, as limited as it may have been.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History

'Gamerliness' - How games can evolve by looking inward 21
by Gamasutra Community [12.09.14]
"'Painterly' art doesnít try to look realistic -- instead, it uses its unique aspects as a constructed object to its advantage. I hope that, as games continue to grow, we get to see a truly 'gamerly' game."
Console/PC, Indie, Art, Design

SWTOR dev demonstrates why F2P isn't always evil at GDC 2015 2
by Staff [12.09.14]
Damion Schubert, former lead on Star Wars: The Old Republic, will share lessons learned from the MMORPG's remarkably successful conversion from subscription-based to free-to-play during the F2P Summit at GDC 2015.
Social/Online, Design, GDC

This Week in Video Game Criticism: The 'Freedom' of GTA 5 and a 'Morality Run' of BioShock 1
by Alan Williamson [12.08.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Alan Williamson on topics ranging from Grand Theft Auto 5's reappearance in the news to an analysis of a BioShock 'morality run.'
Console/PC, Indie, Design

Don't Miss: Our interview with game industry patriarch Ralph Baer  
by Benj Edwards [12.08.14]
Ralph Baer, legendary engineer and inventor of the first video game console, has passed away at the age of 92. Learn more about who he was and how his work shaped our industry in this classic feature.
Console/PC, Design

The era of monetizing pain and misery in games is over 17
by Gamasutra Community [12.08.14]
"Instead of making them fear 'monetization opportunities,' how about instead giving them something they value. Not just for pain mitigation, but for the long-term?"
Smartphone/Tablet, Design, Business/Marketing

Writing believable women for games - a few words on Dying Light 6
by Gamasutra Community [12.08.14]
"We tried our damnedest to take Dying Light's female characters out of the one-dimensional, trope-defined roles seen so often -- way, way too often -- in games."
Console/PC, Design

Playing with cause and effect 3
by Gamasutra Community [12.08.14]
"It has slowly dawned on me that perhaps the most interesting capacity of games is their ability to let the player explore a unique, consistent and mysterious relationship between cause and effect."
Console/PC, Indie, Design

Stepping away from unit-on-unit combat in strategy games 3
by Gamasutra Community [12.08.14]
"Without tactical complexity to act as a hurdle to deep strategic understanding, even new players can appreciate the implications of their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Yoshinori Ono on saving Street Fighter 8
by Brandon Sheffield [12.05.14]
In this classic interview, Street Fighter IV producer Yoshinori Ono discusses what it takes to build a fresh fighting game and details the design philosophy underpinning Capcom's seminal franchise.
Console/PC, Design

China's mobile game market: What you need to know, from the inside 2
by Gamasutra Community [12.05.14]
"I spoke with three Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China."
Smartphone/Tablet, Design, Business/Marketing

Getting social: Could we share power-ups between different games? 8
by Gamasutra Community [12.05.14]
"I had a thought the other today, watching two people playing two tablet games. Wouldn't it be great if the players could help each other out, even though they were playing two different games?"
Smartphone/Tablet, Indie, Programming, Design

Designing for local hordes: Problems and solutions for 9-player design in Runbow  
by Gamasutra Community [12.05.14]
"The idea of branching out paths and keeping players separate had a really positive effect on making the game more about out-platforming and out-racing."
Console/PC, Indie, Design

Criteria for strategy game design 5
by Gamasutra Community [12.04.14]
"In the end, whatís truly unique about the decision-making contest and provides it with 'evergreen' potential is the systemic learning it allows for."
Console/PC, Indie, Design

Don't Miss: Postmortem of a PlayStation 1 classic, Shiny's Wild 9  
by Didier Malenfant [12.04.14]
In this classic postmortem, a member of the Wild 9 development team shares a behind-the-scenes look at what went right -- and wrong -- in the development of this seminal PlayStation title.
Console/PC, Design