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February 27, 2015
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February 27, 2015
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Blog: Layoffs - Enough with the corporate spiel. Be honest, please 15
by Gamasutra Community [02.12.15]
"This industry is based around the creativity and hard work of the PEOPLE in it, within companies run by PEOPLE. It is about time that some of us in this industry finally got their heads around that."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Don't Miss: The legacy of Defender and the joy of difficult games Exclusive 17
by Matt Barton, Bill Loguidice [02.12.15]
In this classic feature, Bill Loguidice and Matt Barton examine Eugene Jarvis' devious but delightful 1980 arcade game Defender and its descendants to understand the appeal of difficult games.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Eugene Jarvis is working on a new game with the makers of Resogun 1
by Alex Wawro [02.12.15]
Long-time game designer Eugene Jarvis (Robotron, Defender) confirmed his involvement in the creation of a new game from Finnish studio Housemarque, creators of the Defender-inspired Resogun.
Indie, Business/Marketing, Video

ESL debuts eSports matchmaking toolkit aimed at indie game makers  
by Alex Wawro [02.12.15]
This week eSports firm ESL rolled out its ESL Matchmaking toolkit, a variably-priced SDK designed to allow developers to build cross-platform skill-based multiplayer matchmaking into their games.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Tips on game balancing 3
by Gamasutra Community [02.12.15]
"You should decide a game dynamic first, then use this to evaluate your balance. It is the role of design to determine these interactions, and of balancing to set parameters so things unfold as desired."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: When design iteration goes wrong 5
by Gamasutra Community [02.12.15]
"Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?"
Indie, Design

These games are your 'Best In Play' winners for GDC Play 2015 1
by Staff [02.12.15]
GDC organizers reveal the 'Best in Play' awards for exhibitors in the on-site GDC Play 2015 event, honoring unique games like Mekazoo and Owlboy.
Indie, Business/Marketing, GDC

Here's how diversity drives success in video games (and elsewhere) 25
by Gamasutra Community [02.12.15]
Laralyn McWilliams: "I want to make great, interesting games and work for successful studios. I want to play a wider variety of great, interesting games. Diversity helps achieve both of those goals."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

The consequences of war (in video games) and other topics come to GDC 2015  
by Staff [02.12.15]
With just weeks to go until the 2015 Game Developers Conference, organizers eagerly highlight another great set of sessions in the Advocacy track that you'll want to check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

5 things I learned from the success of Geometry Dash 3
by Gamasutra Community [02.12.15]
"I took all my learnings into consideration when I made Geometry Dash. Now the game has been downloaded nearly 80 million times, and Iím able to work on it as my full time job."
Smartphone/Tablet, Indie, Design, Business/Marketing

Postmortem: Deck13 Interactive's Lords of the Fallen Exclusive 7
by Jan Klose, Thorsten Lange [02.12.15]
Lords of the Fallen from developer Deck13 launched on next-gen consoles and PC, where it shot to the top of the Steam charts. There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production, Exclusive

Source control with Unity and Visual Studio 9
by Gamasutra Community [02.12.15]
"It's unquestionable that Unity has become the go-to engine for indie developers. And although Unity is for the most part a one-stop solution for game development, we were lacking a code editor and version control."
Console/PC, Smartphone/Tablet, Indie, Serious, Programming

Road to the IGF: Coming Out Simulator 2014 Exclusive  
by Christian Nutt [02.11.15]
Gamasutra speaks to Nicky Case about the development of Coming Out Simulator 2014 -- a deeply personal and autographical interactive story that does what it says on the tin.
Console/PC, Indie, Design, Exclusive, IGF

Get a job: Blizzard is hiring an Art Director for Diablo III 1
by Staff [02.11.15]
Got some art chops and leadership experience? Blizzard is looking for someone like you to serve as an Art Director on Diablo III alongside the team in the company's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: Early Access devs on selling a game before it's 'done' Exclusive 10
by Kris Graft [02.11.15]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share valuable advice in this classic roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Layoffs sweep SOE as it transitions to Daybreak 8
by Alex Wawro [02.11.15]
UPDATE The newly-independent Daybreak Game Company (formerly known as Sony Online Entertainment) has laid off a number of people after parting ways with long-time parent Sony earlier this month.
Console/PC, Indie, Business/Marketing

Brenda Romero and Laura Fryer headline 'Flash Forward' at GDC 2015  
by Staff [02.11.15]
GDC 2015 is coming up fast, and this year the popular 'Flash Forward' rapid-fire show opener will be emcee'd by game industry veterans Brenda Romero (Romero Games) and Laura Fryer (Oculus VR).
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

The truth about drawing 8
by Gamasutra Community [02.11.15]
An art educator explains drawing -- how to get started with it, and how to keep going. "Drawing might seem overwhelming at first especially if youíre just starting out. It takes time."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art

Video: How you should harness your players as a QA resource  
by Staff [02.11.15]
Crowdsourcing researcher Jedrzej Czarnota details some advanced QA approaches as part of the GDC 2014 QA Summit, and offered developers practical advice on how and why to implement them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Loopy design encourages players to keep playing 7
by Gamasutra Community [02.11.15]
How games like The Legend of Zelda and Divinity: Original Sin encourage players to keep on exploring their worlds: "In short, a dead end says 'Stop!' while a loop says, 'Go!'"
Console/PC, Indie, Design