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March 5, 2015
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March 5, 2015
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Updates » Indie
Shadow of Mordor takes top prize at Game Developers Choice Awards  
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

Weta Digital, Epic Games, and the future of film, games, and VR  
by Christian Nutt [03.04.15]
Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
Console/PC, Indie, Business/Marketing, VR, GDC

Teaching AI to eat with two hands from the fridge  
by Gamasutra Community [03.04.15]
"Granted, there are plenty of software systems more complex than this. So, wouldn't you concede, Dear Mr. Naysayer, that this task of eating out of the fridge was hard after all?"
Console/PC, Indie, Programming

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, VR, 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

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks 1
by Christian Nutt [03.04.15]
Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing, GDC

Postmortem: Failbetter Games' Sunless Sea  
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

Valve debuts Source 2 for free in bid to compete with Epic, Unity 10
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 1
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC

The rise of games you (mostly) don't play 19
by Simon Parkin [03.03.15]
"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains.
Social/Online, Smartphone/Tablet, Indie, Design, GDC

Space Oddity: Deconstructing the curious design of Gravity Ghost Exclusive  
by Alex Wawro [03.03.15]
Ivy Games' lush 2D space physics puzzler Gravity Ghost wears its nonviolent nature on its sleeve, but creator Erin Robinson says it has its roots in one of the earliest shooters ever made: Asteroids.
Indie, Design, Exclusive, GDC

Narrative tips for mobile games Exclusive  
by Leigh Alexander [03.03.15]
Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
Console/PC, Social/Online, Indie, Design, Production, Exclusive, GDC

Unity focuses on small teams doing big things at its GDC event 1
by Christian Nutt [03.03.15]
Unity's GDC press conference was geared toward not just showcasing Unity 5, but marrying the company's longtime message of democratized development with a focus on how damn good Unity games can look.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

Unity 5 released with upgrades, full-featured free version 55
by Christian Nutt [03.03.15]
This morning, Unity released the latest version of its engine, which it announced a year ago -- and Gamasutra talks to CEO John Riccitiello about the competition, and his plans for the company.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing

5 game design lessons learned playing Grim Fandango Remastered  
by Gamasutra Community [03.03.15]
"We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Iím able to relive that journey."
Console/PC, Indie, Design

'But it's not historically accurate!' - Diversity in historical games 45
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC