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April 19, 2015
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Updates » Design
'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Warren Robinett reflects on his 'signature' game: Adventure Exclusive 7
by Alex Wawro [03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015.
Console/PC, Design, Exclusive, GDC

'We should have been more audacious' - A Civilization: Beyond Earth retrospective 7
by Simon Parkin [03.05.15]
Firaxis was too concerned about alienating players of previous Civilization games when creating the most recent title in the series, Beyond Earth, the game's lead designers said at GDC 2015 today.
Console/PC, Design, GDC

How games can shape American culture - and vice versa Exclusive  
by Alex Wawro [03.05.15]
Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
Indie, Design, Exclusive, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

Being smart, being stupid with Hitman Go's design  
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go.
Smartphone/Tablet, Design, GDC

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' 16
by Thomas Grip [03.05.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design

Don't save your bullets: Darkest Dungeon's Red Hook on Early Access  
by Phill Cameron [03.05.15]
We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later.
Console/PC, Indie, Design, Production, Business/Marketing

The value of 'rubber banding' as a casual engagement driver 3
by Gamasutra Community [03.05.15]
"Theoretically, you can say the concept and effect of rubber banding is a high engagement driver in casual games and is less effective in hardcore games."
Smartphone/Tablet, Design

Shadow of Mordor takes top prize at Game Developers Choice Awards 1
by Staff [03.04.15]
Monolith Productions' open-world action game netted the Game of the Year award this evening at the 15th annual GDC Awards, which also honored titles like Monument Valley and people like Brenda Romero.
Console/PC, Indie, Design, GDC

Outer Wilds wins top honors at the 17th annual IGF Awards  
by Staff [03.04.15]
The celestial exploration game netted Team Outer Wilds the Seumas McNally Grand Prize for Best Independent Game (and it's accompanying $30,000 cash award) at tonight's 17th annual IGF Awards.
Indie, Design, Business/Marketing, GDC

How Creative Assembly Brought Fear To Alien: Isolation Exclusive 3
by Simon Parkin [03.04.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices.
Console/PC, Design, Exclusive, GDC

Balance balls make better games? Tips from Swery65 2
by Leigh Alexander [03.04.15]
The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team.
Console/PC, Programming, Design, Production, GDC

Carmack's perspective on the future of mobile VR game development Exclusive 5
by Alex Wawro [03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

Xbox's vision for a cross-platform future 2
by Simon Parkin [03.04.15]
Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices.
Console/PC, Smartphone/Tablet, Programming, Design, Production, GDC

Analyzing Monkey Island 2 puzzle dependencies and game balance 2
by Gamasutra Community [03.04.15]
"What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question.
Console/PC, Indie, Design

Blog: You don't always have to commit 5
by Gamasutra Community [03.04.15]
"In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes."
Indie, Design

Complexity and complication in game design (Also: Why I love Go) 4
by Gamasutra Community [03.04.15]
"Let me tell you about Go. The rules are very, very simple. The possibilities, the implications of each single move, are more than any human can grasp."
Console/PC, Design

Postmortem: Failbetter Games' Sunless Sea 7
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Our tutorial doesn't work. What next? 11
by Gamasutra Community [03.04.15]
A redesign blog: "How many people got overwhelmed and just stepped away because of the sheer number of tutorials? We have no way of knowing."
Smartphone/Tablet, Design