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October 1, 2014
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October 1, 2014
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Updates » Design
Blog: Narrative and the MDA framework 5
by Gamasutra Community [08.22.14]
"Narrative can drive aesthetics by providing a general set of feelings you want to evoke, but it’s a mistake to write a full story at the start."
Console/PC, Indie, Design

Evolution of MMO maps: Moving bases 2
by Gamasutra Community [08.22.14]
"Astro Lords: Oort Cloud allows players to constantly move their bases. This blog outlines the opportunities and challenges it creates for game design, and the consequences it has on processing power and hardware needs."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Blog: Game design is the meta-medium 15
by Gamasutra Community [08.22.14]
"What does philosophy say about art? What does it say about games? How do games fit into the world of art? I want to ask and answer these questions for their own sake."
Console/PC, Design

Blog: Indie game dev advice and inspiration 6
by Gamasutra Community [08.22.14]
A collection of advice from indie game luminaries. Now that you're making your own games, what should you do? These quotes and articles help keep things in perspective.
Console/PC, Indie, Design, Production, Business/Marketing

Tribe hopes to foster a new genre of games with Velvet Sundown Exclusive 5
by Alex Wawro [08.22.14]
What if an adventure game was multiplayer? Tribe Games has spent four years building a platform that can answer that question, and now its hoping to kickstart a new genre of drama games.
Console/PC, Social/Online, Design, Exclusive, Video

Monzo attempts to bring model kit construction to your mobile Exclusive 1
by Mike Rose [08.21.14]
Following gory titles like Shadowgun and Dead Trigger, Madfinger Games is now building a game about... model kits.
Smartphone/Tablet, Design, Business/Marketing, Exclusive, Video

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Paying to win: A case study 27
by Gamasutra Community [08.21.14]
"If I spent $100 on in-game currency, how far would my money go? Was it enough to ascend to the highest levels of that week’s PvP tournament leaderboard?" One developer finds out.
Smartphone/Tablet, Design, Business/Marketing

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 13
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive

Video: Facing the challenges of making games for new audiences  
by Staff [08.20.14]
Veteran designer Kellee Santiago speaks at GDC Europe 2011 about the elation -- and terror -- that comes when you try to make a new kind of game for a new audience, and how you can tackle it head-on.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, GDC Europe

Pixel Miner explores the constraints of the Pebble smartwatch Exclusive 2
by Mike Rose [08.20.14]
Admittedly, I find myself glued to a screen most weekends, playing whatever takes my fancy at the time. Last weekend, the screen was a little smaller than normal.
Smartphone/Tablet, Indie, Design, Exclusive

Satirizing game development proves therapeutic for ex-AAA indies 2
by Alex Wawro [08.20.14]
Speaking to Polygon, game industry veteran Jordan Thomas shares some interesting insight into his work at Irrational directing Bioshock 2 and the genesis of his debut indie title The Magic Circle.
Console/PC, Indie, Design, Production

Download the 2014 Game Career Guide now! Exclusive 1
by Staff [08.20.14]
Looking to advance your career in the video game industry? The free annual Game Career Guide is out now, and will help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Student/Education, annual Career Guide

Don't Miss: BlitWorks reveals how it ports games like Fez Exclusive 3
by Alex Wawro [08.20.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Indie, Programming, Design, Production, Exclusive

GDC Next adds ADC talks on second-screen design, mobile commerce  
by Staff [08.20.14]
Fresh talks on designing second screen experiences and mobile-friendly storefronts join the lineup of ADC talks at the future-focused GDC Next, which will be held in L.A. this November.
Smartphone/Tablet, Design, Business/Marketing, ADC

Bringing back Shadowgate 10
by Gamasutra Community [08.20.14]
The story of the return of a classic, and the decisions that go into making a game fresh but still please fans who've loved it since the 1980s.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How I made a game with my kids 4
by Gamasutra Community [08.20.14]
A developer tells the story of how his seven year old son's idea for a game called "Bees Get Dead" resulted in Beetastic, developed with his two kids and launched for iOS.
Smartphone/Tablet, Art, Design, Production

Blog: How control schemes standardized gameplay 7
by Gamasutra Community [08.20.14]
On the standardization of controls: "On one hand making it a lot easier to play multiple games, but on the other hand it makes games that stray from the beaten path stick out like a sore thumb."
Console/PC, Design

How do you innovate with zombies? Dying Light searches for the answer Exclusive 3
by Mike Rose [08.20.14]
I spoke with Maciej Binkowski, lead game designer on Dying Light, about finding innovation in a genre that appears to have already been beaten to death.
Console/PC, Design, Business/Marketing, Exclusive, Video

Video blog: 'We just need to stick to our guns, to our creativity' 3
by Gamasutra Community [08.19.14]
Paul Taylor of Mode 7 Games offers some thoughts about the commercialization of indie touched off by his visit to Gamescom last week.
Console/PC, Indie, Design, Business/Marketing