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March 31, 2015
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March 31, 2015
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Updates » Design
Don't Miss: Why Hotline Miami is an important game 29
by Gamasutra Community [03.12.15]
In this classic blog post, Vlambeer's Rami Ismail investigates "how Hotline Miami is many things in many ways, but how it executes all of them through methods only videogames can employ."
Indie, Design

@Play: Welcome back to the Dungeons of Doom 10
by Gamasutra Community [03.12.15]
Our roguelike column, @Play, has returned -- and this post serves as a brand new introduction to the genre, and explains why it's worth studying and writing about.
Console/PC, Smartphone/Tablet, Indie, Design

Castlevania's Koji Igarashi offers advice to today's Metroidvania devs 8
by Christian Nutt [03.12.15]
Koji "IGA" Igarashi, whose Castlevania: Symphony of the Night is a touchstone game for the Metroidvania genre, discusses what it takes to make a good one in this new interview.
Console/PC, Indie, Design

One Life Left vs. Gamasutra GDC Podcast #2: Pork platters and 80 Days  
by Staff [03.12.15]
Guests from Inkle, Unity, Failbetter, and Other Ocean joined Gamasutra and UK radio pros One Life Left for the official GDC 2015 podcast. Topics include: Pork, golf, text game renaissances, and more.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Podcast, GDC

Blog: How grief made a game 3
by Gamasutra Community [03.12.15]
"The goal became to capture a lifetime of experiences each and every time you played. Each game can bring frustration, excitement, relief, confusion, helplessness, and joy."
Smartphone/Tablet, Indie, Design

Learning about playfulness from Toca Boca... and my kids 4
by Gamasutra Community [03.12.15]
The power of play: "When I tried it, I just didnít see the point. I had no goals or rules to follow. You see, I was looking for a game and this isnít a game. It is frame for play."
Smartphone/Tablet, Design

Video: On SimCity and designing art in service of simulation  
by Staff [03.11.15]
Ocean Quigley speaks in detail about the motivations that drove SimCity's aesthetics and the methods that were developed to achieve them in this hour-long talk recorded at GDC 2013.
Console/PC, Art, Design, Video, Vault

Drawing from your mythology: I do it, the Japanese do it, maybe you should too 9
by Gamasutra Community [03.11.15]
From playing Persona 4 to embracing Brazilian mythology: "Youíll be amazed at the stuff youíll find when researching the mythos of your country. Most of mythosí origin Iíve found is some very dark stuff."
Console/PC, Indie, Art, Design

Don't Miss: The seminal design secrets of Chrono Trigger 24
by Victoria Earl [03.11.15]
A classic analysis piece that explores exactly how this seminal RPG's structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.
Console/PC, Design

How to protect your mobile game idea 6
by Gamasutra Community [03.11.15]
"You have a great mobile game idea. ... and you know that once itís developed and on the market, millions of people will play it every day. Here are four ways to protect your mobile game idea."
Smartphone/Tablet, Design, Business/Marketing

Postmortem: DoubleBear's Dead State - Controlling scope in an RPG 1
by Brian Mitsoda [03.11.15]
A look back at Dead State, from Kickstarter success through Early Access before final release, with Brian Mitsoda, Creative Director of Doublebear.
Console/PC, Indie, Design, Business/Marketing

Telling a story through play: how Counter-Strike gives you an audience 5
by Gamasutra Community [03.10.15]
"One of my favorite things about multiplayer games is that each match is its own little story that you write with all the other players. Counter-Strike has always stood out to me as the most theatrical of the bunch."
Console/PC, Design

This Week in Video Game Criticism: From This War of Mine to highlights from GDC  
by Cameron Kunzelman [03.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics ranging from This War of Mine to highlights from this year's Game Developers Conference.
Console/PC, Social/Online, Indie, Design

Sticking with a vision, for better or worse 9
by Gamasutra Community [03.10.15]
I don't know about you, but I admit I have an issue sometimes when executing an idea and finding that it's veering off course, even though sometimes it's for the better.
Indie, Design

'T.M.I.': Preserving the suspension of disbelief through ambiguity Exclusive 7
by Phill Cameron [03.10.15]
What information should you tell the player, and what will shatter their immersion? We investigate.
Console/PC, Indie, Design, Exclusive

Video: Applying psychology to build better games 1
by Staff [03.09.15]
At GDC 2013, game designer Jason VandenBerghe sought to find a practical game development application of the 5 Domains psychological model of personality types -- or die in the attempt.
Console/PC, Design, Video, Vault

Get a job: Sony is hiring a Combat Designer  
by Staff [03.09.15]
Sony Computer Entertainment America seeks someone with a senior combat designer's skillset to work alongside the team in its Los Angeles, CA studio.
Console/PC, Design, Recruitment

Developers weigh in on Apple Watch as a platform for games 2
by Alex Wawro [03.09.15]
As Apple reveals more details on its upcoming Watch, multiple game developers share their thoughts with The Guardian on what it means for the future of mobile game development.
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: Level design in The Legend of Zelda 64
by Staff [03.09.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Pathing and movement on a 3D grid 9
by Gamasutra Community [03.09.15]
"There are a lot of things to consider with movement in a 3D game, even a grid-based one. Some of these issues we tackled ahead of time, while others required playtesting and iteration."
Console/PC, Smartphone/Tablet, Indie, Design