Leading by emotion in game design
What about focusing on the emotions you want the player
to feel? This blog post explores the issue, with hints from Jenova Chen (Journey
Come to GDC Europe and learn how Bohemia nabs DayZ cheaters
Make time to attend GDC Europe 2015
this August and learn how Bohemia Interactive fought back against cheaters during development of its hit Early Access title DayZ
Design challenges for virtual reality games
"Over the last weekend I took part in the VR Game Jam... This article is a quick summary of current challenges in VR based on how they manifested during the jam and the presentations leading up to the jam."
Design lessons from the trenches
How design decisions really
get made at a triple-A studio: "the decision-making process ... can be strongly determined by the internal balance of power of the group of people working on it."
Turning feelings into mechanics: The narrative design of Apartment
How the interactive narrative of IGF student showcase nominee a•part•ment: a separated place
came to be: From conception through to design and execution -- tales told many ways.
Indie studio lessons, from the developers of Hatred
His game may be controversial, but this interview with Destructive Creations CEO Jaroslaw Zielinski offers a perspective on running a start-up PC studio under scrutiny.
Smooth moves: Designing VR games that won't make players sick
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Bloodstained's female lead, Miriam, reflects the game's audience
"I think having a female hero is more motivating to male gamers, and I think women would like to control a female avatar, too," Koji Igarashi says in a new interview.
Oculus acquires Surreal Vision, a startup that brings the real world to VR
Startup brings tech that allows VR to scan and represent the real world -- what it calls "state-of-the-art 3D scene reconstruction algorithms."
Get a job: Be an Art Director for Gearbox Software
The studio that brought the world Borderlands
and Aliens: Colonial Marines
is looking for an art director to work on an "exciting unannounced project" at its Plano, Texas offices.
Video: Making games you play for years - A Clash of Clans postmortem
Speaking at GDC 2015, Clash of Clans
developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash
Capcom doubles down on HD remakes to escape its revenue slump
Capcom is focusing on HD remakes after managing to raise its profits during the 2015 fiscal year despite a steep drop in revenue -- thanks to cost-cutting efforts like focusing on digital over retail.
Don't Miss: The Pac-Man Dossier
What design and AI lessons can we learn from Namco's seminal Pac-Man
? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Nintendo of America promotes its indie devs with a Humble Bundle
The folks behind Humble Bundle have partnered with Nintendo to sell a pack of 3DS and Wii U games from indie teams like Choice Provisions and Drinkbox Studios at pay-what-you-like prices.
Blog: Why don't developers buy and sell intellectual property, much like other assets?
"It makes sense to have multiple IPs all generating revenue. So why are we stuck in the consensus that only publishers are allowed to be in the business of buying and selling IP? Especially when anyone can."
Learning lessons from Goat Simulator's performance in the press
An in-depth analysis: "With Goat Simulator
having recently announced its zombie DLC, this is a great opportunity to look at how the game has done in terms of media presence."
Blog: Core players and energy mechanics - they don't mix
"Our ambition was (and is) to make THE shooter on mobile. And we went after free-to-play. And we botched it. We botched the energy mechanic... by using it at all."
Can you analyze your smartphone game's potential success, up-front?
A quick method to estimate how much potential for success your game has: By crawling the data, and analyzing the success of similar competitors.
Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained
Inti Creates spent the 2000s making Mega Man
games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Making the whimsical Monster Mingle: 2D art process and more
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
This Week in Video Game Criticism: From Polybius to pixel art
This week, our partnership with game criticism site Critical Distance
brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Video: Using a real-time feedback system to make better games
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica
helped the studio make a better game.
Our strange journey: Industry vets go from premium mobile to Steam hopeful
"So what did we learn together here? Don’t be afraid to ask for what you want, as long as you’re being honest and aren’t being greedy. Sometimes even if you don’t think it can happen, life can surprise you."
Adding female Kerbals: The art iteration process
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Postmortem of the jam process: Looking back at our Ludum Dare meetup
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."