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March 6, 2015
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March 6, 2015
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What to do before you start building a free-to-play game Exclusive 3
by Alex Wawro [03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, GDC

How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Console/PC, Design, Production, Exclusive, GDC

500 games launched per day on iOS last year (and other digital sales facts) 9
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Smartphone/Tablet, Indie, Design, GDC

This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics  
by Riley MacLeod [03.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
Console/PC, Indie, Design

Online community and culture wars: What do we know? Exclusive 4
by Leigh Alexander [03.02.15]
What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
Console/PC, Social/Online, Serious, Programming, Design, Business/Marketing, Exclusive, GDC

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Console/PC, Indie, Programming, Design, Production, Exclusive, GDC

@ Play: The return of Toejam & Earl 2
by Gamasutra Community [03.02.15]
The return of roguelike column @Play! "Toejam & Earl is a game that is dear to my heart. Although it is a slow-playing Sega Genesis game, it has excellent design and gameplay."
Console/PC, Design

The lay of the land: A critical look at Dark Souls II's DLC 8
by Gamasutra Community [03.02.15]
"Dark Souls II, as a world, is a kind of tracing of the prequel: generalities are carried over while arrangements and subtleties have been lost."
Console/PC, Design

Unreal Engine 4 is now free-to-download for everyone 63
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing, GDC

UK retailer Game expands into eSports with Multiplay acquisition  
by Alex Wawro [03.02.15]
U.K. retailer Game has announced a deal to acquire Multiplay, a long-running U.K.-based video game event firm, for 20 million (~$30.1 million USD) as it expands into eSports and digital PC games.
Console/PC, Business/Marketing

Match game mechanics: An exhaustive survey 11
by Gamasutra Community [03.02.15]
An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
Console/PC, Smartphone/Tablet, Indie, Design

The art of abstract game design  
by Gamasutra Community [03.02.15]
"As soon as you decide to make a game abstract, you immediately raise the learning curve of your game. This can be mitigated by clever thematic choices and use of visual metaphors."
Console/PC, Design

Preparing for Steam Greenlight with a Concept Page 2
by Gamasutra Community [03.02.15]
"The main lesson I learned with this campaign is that the Concept audience probably does not represent the Greenlight audience. Despite that, I still believe that using Steam Concepts is worthwhile."
Console/PC, Indie, Business/Marketing

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Valve, HTC have a new VR headset coming out this year 9
by Kris Graft [03.01.15]
Valve Software and mobile phone maker HTC announced on Sunday the "Vive," a high-end VR headset that plugs straight into a PC.
Video

Blog: What is the purpose of game development? 15
by Gamasutra Community [02.27.15]
"'What is the purpose of game development?' I will take a leap beyond game development and quote Alejandro Jodorowsky: 'What is the goal of life? It's to create yourself a soul.'"
Console/PC, Smartphone/Tablet, Indie, Design

Renegade kid's Jools Watsham (Xeodrifter) on the Metroidvania  
by Christian Nutt [02.27.15]
What's the appeal of the genre? Read here the expanded full-length interview with Renegade Kid's Jools Watsham -- find out everything he had to say about why the Metroidvania matters.
Console/PC, Indie, Design

Riot clarifies stance around League of Legends streams  
by Christian Nutt [02.27.15]
When a pro Korean player called "Faker" was being streamed against his will, and in violation of his promotional contract, Riot was forced to jump in.
Console/PC, Business/Marketing

Get a job: Nix Hydra is hiring Game Designers  
by Staff [02.27.15]
The team that built Egg Baby is looking to hire on novice and experienced designers to work on developing games in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment