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March 31, 2015
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March 31, 2015
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But seriously, let's talk a little bit more about SteamVR 15
by Kris Graft [03.09.15]
The talk of GDC 2015 was the SteamVR / HTC Vive hands-on demo. Editor-in-chief Kris Graft can't stop thinking about it, so here are more thoughts on the promise of VR, and what it'll take to get there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, VR

Developers weigh in on Apple Watch as a platform for games 2
by Alex Wawro [03.09.15]
As Apple reveals more details on its upcoming Watch, multiple game developers share their thoughts with The Guardian on what it means for the future of mobile game development.
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: Level design in The Legend of Zelda 64
by Staff [03.09.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

New service aims to crowdfund collectible versions of digital games  
by Alex Wawro [03.09.15]
Developers of digital-only games, take note: there's a new service in town that will help you crowdfund and produce a limited physical edition of your game packed with "feelies" like posters, statues and mixtapes.
Console/PC, Indie, Business/Marketing

10 things I thought were true about making indie games (until I tried them out myself) 14
by Gamasutra Community [03.09.15]
"There are few better feelings in the world than releasing a game you dreamed up and built and having people pay real money for it -- just remember that making any successful game is going to be a huge challenge."
Indie, Production, Business/Marketing

GDC reports record-breaking attendance and announces 2016 dates  
by Staff [03.09.15]
Game Developers Conference has set a record for event attendance, with more than 26,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Blog: Chasing happiness, as a game developer 9
by Gamasutra Community [03.09.15]
"I'm not here to tell you that I've got it all worked out. I really don't. I still struggle with the voices in my head bickering back and forth about what is best for me."
Indie, Business/Marketing

Life of Pixel: The business realities of a moderate-at-best indie hit 25
by Gamasutra Community [03.09.15]
"We just need to hang on in there, and hopefully at some point soon our fortunes will improve. Indie development can be a tricky beast!"
Console/PC, Indie, Business/Marketing

4 vital contract terms when hiring a game dev contractor  
by Gamasutra Community [03.09.15]
"Without a written contract, many of these issues (and others I didnít address) are left unresolved. Before entering into a working relationship, get it in writing. It can benefit all parties involved."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Pathing and movement on a 3D grid 9
by Gamasutra Community [03.09.15]
"There are a lot of things to consider with movement in a 3D game, even a grid-based one. Some of these issues we tackled ahead of time, while others required playtesting and iteration."
Console/PC, Smartphone/Tablet, Indie, Design

Postmortem: Human Extinction Simulator 5
by Gamasutra Community [03.09.15]
"I was now in the right state of mind to work on my best game yet that would let me get my hopes up for the first time. I was ready to put to good use the last seven years I spent 'trying' to actually 'making.'"
Console/PC, Indie, Design, Production, Business/Marketing

Yoichi Wada lays out Shinra's cloud gaming goals Exclusive 2
by Alex Wawro [03.06.15]
Gamasutra talks to Shinra Technologies president Yoichi Wada about what developers need to know about making games for the platform, where it's going, and why he was wrong about the death of consoles.
Social/Online, Business/Marketing, Exclusive, GDC

Studio management tips from Jesse Schell 9
by Christian Nutt [03.06.15]
Over the course of the last 12 years of running his studio, Schell Games, Jesse Schell has learned a few things about management: Here's a collection of his insight, shared today at GDC.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

User acquisition and attribution: The basics 1
by Gamasutra Community [03.06.15]
"You might say the right strategy is just to blanket the web in ads, but whoís to say youíre not overpaying for all the sources that did work -- and, if youíre pricing ads, whoís to say your ads arenít undervalued?"
Smartphone/Tablet, Business/Marketing

'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Suviving LocJam: Localizing a game on the quick  
by Gamasutra Community [03.06.15]
Game translators were offered a nice interactive story, Grandpa. A creepy atmosphere and a disturbing twist gave us translators good material to test both our technical knowledge and literary talent.
Console/PC, Smartphone/Tablet, Indie, Production

How to manage level background assets for a 2D smartphone game 2
by Gamasutra Community [03.06.15]
"The purpose is to get things in order and save production time and budgets. In producing background art, our team use 2D or 3D pre-render solutions ... so we have both 2D and 3D assets to manage."
Smartphone/Tablet, Indie, Art, Production

Want people to care about your studio? Get your story straight 12
by Gamasutra Community [03.06.15]
"My belief was that if we had a strong and original game, that would be the thing to talk about. Journalists want to tell stories, interesting stories and preferably new stories that havenít been told before."
Indie, Business/Marketing

Weaving Super Mario Galaxy's tunes together 1
by Gamasutra Community [03.06.15]
"Creating medleys is hard, probably one of the hardest tasks of an arranger. You have to please the fans and, at the same time, try something new and innovative."
Console/PC, Audio

Women share their #1ReasonToBe in games, in a powerful GDC panel 2
by Simon Parkin [03.06.15]
Eight women received standing ovations after describing their experiences working in the video game industry at the #1ReasonToBe panel at GDC in San Fransisco last night.
Serious, Production, GDC