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October 31, 2014
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October 31, 2014
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Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Did 80s computer marketing push women out of video games? 16
by Mike Rose [10.20.14]
A large-scale drop-off in the number of women taking computer science courses occurred in the 80s, and was fueled by computer marketing campaigns that were heavily directed at men.
Console/PC, Business/Marketing

Steam Early Access game Space Engineers sells 1 million  
by Mike Rose [10.20.14]
Space Engineers, a sandbox space construction game that is currently on Steam Early Access, has sold more than 1 million copies.
Console/PC, Indie, Business/Marketing

The most important trait for a game designer is empathy 35
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why anything but games matters 20
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Tutorials, tips, and text in Unity  
by Gamasutra Community [10.20.14]
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Console/PC, Smartphone/Tablet, Indie, Programming

Honey, we need to discuss your persona problem 14
by Gamasutra Community [10.20.14]
"In short, personas create a more accurate picture of a subset of the audience. Demographics are the broad strokes, while personas are the finer details."
Console/PC

When quality comes before making money: Developing Monument Valley 3
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Smartphone/Tablet, Design, Video, GDC, GDC China

Google Play Games SDK adds local multiplayer  
by Christian Nutt [10.17.14]
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Get a job: Crystal Dynamics is hiring a Senior VFX Artist  
by Staff [10.17.14]
The developer of the Tomb Raider reboot is looking to hire an experienced visual effects artist to work on AAA projects in a leadership role within its Redwood City, CA studio.
Console/PC, Art, Recruitment

Looting game design gold from Sid Meier's Pirates! 11
by Gamasutra Community [10.17.14]
"I glibly wrote that Pirates! could be the most important game ever made... and at first, I felt this was a ridiculous thought. Later on, I realized that may be right after all!"
Console/PC, Design

New Hampshire indies team up to build a local game dev incubator  
by Alex Wawro [10.17.14]
A group of New England indie developers are working to open Game Assembly, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: John Carmack on engineering Rage 21
by Kris Graft [10.17.14]
In this extensive interview conducted while he was at id, legendary programmer John Carmack reflects on the id Tech 5 engine and his mistakes regarding the evolution of console and PC games.
Console/PC, Programming, Design, Production

Video: Indies, resist the urge to 'juice it or lose it' 3
by Staff [10.17.14]
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
Console/PC, Indie, Design, Video, Vault

What we can learn from teens making games 1
by Gamasutra Community [10.17.14]
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Console/PC, Indie, Production, Student/Education

Four lessons for building a better community 2
by Gamasutra Community [10.17.14]
A look back at a game festival from its organizer, Jaime Woo: "I want to use this space to share four key lessons I learned throughout the process of crafting and shaping Gamercamp."
Social/Online, Indie, Business/Marketing

Obituary: Planetside 2 artist John Roy 1
by Alex Wawro [10.17.14]
Gamasutra has learned that John Roy, a veteran artist at Sony Online Entertainment who worked on projects like Star Wars Galaxies and Planetside 2, has passed away this week.
Console/PC, Social/Online, Art

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Randomness and game design 56
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Console/PC, Smartphone/Tablet, Indie, Design

The level design of a Zelda dungeon 13
by Gamasutra Community [10.17.14]
"The following is the result of a study that I made a while back after playing multiple Zelda games in order to better understand the patterns and design decisions of a Zelda dungeon."
Console/PC, Design