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November 22, 2014
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November 22, 2014
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Updates » Exclusive
10 days with the deep-sea bluffing game Subterfuge Exclusive 2
by Mike Rose [10.13.14]
I'm tangled in a web of lies, and I might just get away with it. This is Subterfuge, a mobile real-time strategy game designed by World of Goo's Ron Carmel and Casey's Contraptions' Noel Llopis.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Here's one way to retain developers between projects: Lab Time Exclusive  
by Alex Wawro, Mike Rose [10.10.14]
German social/mobile game publisher Wooga maintains 'Lab Time' for developers who are between projects, allowing them to work on side projects while they wait to snag a spot on another project.
Console/PC, Social/Online, Production, Exclusive

Building Beyond Earth atop the Civilization codebase Exclusive 2
by Alex Wawro [10.10.14]
The co-designers of Firaxis' upcoming strategy game explain how they went about building the game as designer/programmers, mucking about in the decade-old Civilization codebase in the process.
Console/PC, Design, Exclusive

Don't Miss: How Steam's Discovery update affected game sales Exclusive 26
by Mike Rose [10.09.14]
Last month Valve made one of the biggest changes to its Steam platform ever, adding game recommendations based on a variety of factors, including "Steam Curators."
Console/PC, Indie, Business/Marketing, Exclusive

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Exclusive

The Myst-inspired visuals of For Each Our Roads of Winter Exclusive  
by Mike Rose [10.08.14]
Game jam enthusiast Orihaus has been lauded for his visual style in the past. With this is mind, it's not surprising that he's decided to put visuals first with his latest project, For Each Our Roads of Winter.
Console/PC, Indie, Art, Design, Exclusive, Video

Don't Miss: Why we can't prove when Super Mario Bros. came out Exclusive 57
by Frank Cifaldi [10.08.14]
Super Mario Bros. is one of video game history's greatest touchstones. And yet, we don't know exactly when the game came out -- many people can't even agree on the year it was released.
Console/PC, Production, Business/Marketing, Exclusive

Final Fantasy creator finds much to learn from mobile game design Exclusive 1
by Alex Wawro [10.07.14]
Hironobu Sakaguchi speaks to why he's made the jump to iOS and Android development as Mistwalker gears up to launch its first free-to-play mobile RPG with a unique download promotion.
Smartphone/Tablet, Business/Marketing, Exclusive

Fear in unpredictability: Alien: Isolation's brand of survival horror Exclusive 18
by Kris Graft [10.07.14]
"We understood early on that if we were going to re-establish the alien as this ultimate killer, we had to take a different approach; that the alien couldn’t run under any prescribed path or pattern," says creative lead Al Hope.
Console/PC, Design, Exclusive

Exploring the possibilities of the Wii U GamePad in a platformer Exclusive 1
by Mike Rose [10.07.14]
Jonathan Meyer and his small team at Actos Games were working on Apexicon, a fantasy puzzle combat game for the Nintendo Wii U, when Meyer began to really ponder the possibilities of the Wii U GamePad.
Console/PC, Indie, Design, Exclusive, Video

A Dark Room creator brings us a new puzzle with Gridland Exclusive 6
by Leigh Alexander [10.07.14]
A Dark Room creator Michael Townsend is back with another survival-oriented game sure to keep you dwelling anxiously in an open browser tab -- here, he talks twisted match-3 game Gridland.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Don't Miss: VR game veteran Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [10.03.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Don't Miss: Carmack reveals the challenges of mobile VR game dev Exclusive 15
by Alex Wawro [10.02.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Exclusive

Don't Miss: Game artist tips from Rockstar's former art director Exclusive 4
by Kris Graft [10.01.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

The story behind Gear VR, and why Oculus wants to go mobile Exclusive 13
by Christian Nutt [09.29.14]
Oculus' partnership with Samsung for Gear VR means that mobile is a priority for the company -- and it has John Carmack on board. We sit down with Oculus VP of mobile, Max Cohen, to find out more.
Smartphone/Tablet, Business/Marketing, Exclusive, VR

Are the new Steam Discovery tools having any effect on game sales? Exclusive 26
by Mike Rose [09.26.14]
Earlier this week, Valve made one of the biggest changes to its Steam platform ever, with game recommendations based on a variety of factors, including "Steam Curators."
Console/PC, Indie, Business/Marketing, Exclusive

7 questions for Desert Golfing creator Justin Smith Exclusive 1
by Kris Graft [09.26.14]
Independent game developer Justin Smith has a knack for creating games that have a simple aesthetic, but with mechanics that make you go "hmmmm."
Indie, Design, Exclusive

The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.25.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive