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September 16, 2014
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September 16, 2014
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Updates » Production
'What value do you see in game jams? What have you learned?' 4
by Christian Nutt [09.12.14]
They're increasingly popular and seemingly going on all the time. What value do they hold for game developers? We asked our readers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Lessons learned from the development of Divinity: Original Sin  
by Alex Wawro [09.12.14]
Larian Studios founder Swen Vincke reflects on lessons he learned from the studio's recent success launching its Kickstarted PC RPG Divinity: Original Sin.
Console/PC, Design, Production

Using PAX as a test bed: How Spry Fox updated its demo builds daily 3
by Christian Nutt [09.11.14]
"PAX is one of the best opportunities we have each year to observe lots of 'real gamers' of all ages, sexes, etc, playing our games," says Spry Fox's David Edery.
Console/PC, Indie, Design, Production

Why Super Evil Megacorp built a proprietary mobile MOBA engine Exclusive 1
by Alex Wawro [09.11.14]
The E.V.I.L. engine was built from scratch to power a mobile MOBA, making it of interest to devs sorting out how to deliver multiplayer team-based real-time combat experiences on mobile devices.
Smartphone/Tablet, Production, Exclusive

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Smartphone/Tablet, Art, Design, Production, Video

Blog: Taking stock of Darknet, a VR work-in-progress  
by Gamasutra Community [09.10.14]
"Working alone is a sure way to lose perspective on your work, and I’ve been cloistered on Darknet for months. Over the past week, I was suddenly hit with an avalanche of external feedback."
Console/PC, Indie, Production, Business/Marketing

The challenges of converting a mobile platformer into a good PC game 7
by Gamasutra Community [09.10.14]
"This journey of converting Shadow Blade from a good mobile game to a respectable PC title has proved to be quite challenging... We are definitely learning a lot in this process and it is quite tough and fun."
Console/PC, Smartphone/Tablet, Programming, Design, Production

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle Håkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive

GDC Next adds talks on Skulls of the Shogun and community design  
by Staff [09.09.14]
Skulls of the Shogun programming wizard Borut Pfeifer and veteran community manager Matt Fairchild join the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

It's in the eyes: Participating in an eye-tracking tech game jam 10
by Gamasutra Community [09.09.14]
The challenges and opportunities of trying to develop a game that uses eye-tracking tech as one of its control mechanics -- how to design for that, and how players interact with it.
Console/PC, Indie, Design, Production

Don't Miss: Bungie forges a new artistic direction for Destiny Exclusive 11
by Christian Nutt [09.08.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Why working on a game with another person is awesome 6
by Gamasutra Community [09.08.14]
"If you team up with another person, you get 50% of the pie, but it's a much tastier pie. Even though you have to give up profits, the difference that makes to the quality of the game offsets the money you would lose."
Console/PC, Indie, Production

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

More evidence of Final Fantasy's existential crisis 43
by Christian Nutt [09.05.14]
"If Final Fantasy XV doesn't do well, perhaps there's not much of a future for console games. It kind of really depends on how that goes." - Hajime Tabata, co-director of Final Fantasy XV
Console/PC, Production, Business/Marketing

Blog: Explore new ways to control games in the Alt Ctrl Game Jam  
by Gamasutra Community [09.05.14]
Developers, take note: the upcoming Alt Ctrl Game Jam is an online 10-day game jam about experimenting with alternative controls in game design, and it starts September 12th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Get a job: Retro Studios seeks a Tools Engineer  
by Staff [09.05.14]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a multi-talented programmer to serve as a Tools Engineer at its Austin, TX studio.
Console/PC, Programming, Production, Recruitment

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

A peek behind the kerosene curtain: QA in Kerbal Space Program 2
by Gamasutra Community [09.05.14]
"At its core, Experimental Testing is much like using a focus group to ‘test the water’ on an update. Of course, there is far more depth to Experimental Testing than just using the team as a focus group."
Console/PC, Indie, Production

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Q&A: Carmack reveals the challenges of mobile VR game development Exclusive 18
by Alex Wawro [09.04.14]
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, Production, Exclusive