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May 29, 2015
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May 29, 2015
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Updates » Console/PC
Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Will Wright tries to design humanity's last game 2
by Staff [05.04.15]
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Using frame data to aid asymmetrical balance in fighting games 1
by Gamasutra Community [05.04.15]
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
Console/PC, Indie, Design

This Week in Video Game Criticism: From Bloodborne to Dracula  
by Lana Polansky [05.04.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne.
Console/PC, Indie, Design

GDC Europe 2015 calls for Innovative Games Showcase submissions  
by Staff [05.04.15]
GDC Europe 2015 organizers have opened call for submissions to the second annual European Innovative Games Showcase at the Cologne, Germany show this August.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

Tengami: The art of a folding world 5
by Gamasutra Community [05.04.15]
Tengami is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

'What impact has the game modding community had on your career?' Exclusive 2
by Christian Nutt [05.01.15]
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
Console/PC, Indie, Business/Marketing, Exclusive, Recruitment

See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video 6
by Christian Nutt [05.01.15]
It's become a game industry tradition that the Final Fantasy developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Console/PC, Programming, Art, Video

HoloLens, Minecraft hookup envisioned before Microsoft bought Mojang  
by Christian Nutt [05.01.15]
"Letís have a game that, in fact, will fundamentally help us change new categories. HoloLens was very much in the works then, and we knew it," says Microsoft's CEO.
Console/PC, Business/Marketing

Hands-on: Looking at AR game dev through Microsoft's HoloLens 9
by Alex Wawro [05.01.15]
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Console/PC, Programming

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Blog: Mood swings and character development 3
by Gamasutra Community [05.01.15]
"Virtual characters are far from feeling like real humans, but one thing that we have that machines do not, is ... a mood. Why can't we try to simulate this very essence of human behavior?"
Console/PC, Smartphone/Tablet, Indie, Design

Former Candy Crush frontman opens a studio to make 'calmer' VR games 3
by Alex Wawro [05.01.15]
Former King games guru Tommy Palm has cofounded Stockholm-based Resolution Games with a coterie of other game industry veterans to make "calmer" VR games that are "accessible to the entire family."
Console/PC, Business/Marketing

Chess: A framework for better games  
by Gamasutra Community [05.01.15]
"As designers, it is important that we understand why certain game frameworks work. Furthermore, it is important that we not only build upon previously successful models, but that we build new ones too."
Console/PC, Smartphone/Tablet, Indie, Design

Valve empowers devs to levy Steam game bans against unruly players 4
by Alex Wawro [05.01.15]
Valve has rolled out a new Steam game ban, "Banned By Developer", that's applied by Valve when an approved dev flags a player as cheating or otherwise mucking up their online multiplayer game.
Console/PC, Business/Marketing

A guide for the virtual reality game music composer  
by Gamasutra Community [05.01.15]
What it takes to create music for VR games -- from tech to "the voice in our heads" -- as written by award-winning composer Winifred Phillips (God of War, Assassin's Creed III).
Console/PC, Audio

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

In-depth design analysis: The mechanics of strategy game Halfway 1
by Gamasutra Community [05.01.15]
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Console/PC, Indie, Design

Pick a feeling. Chase it. 5
by Gamasutra Community [05.01.15]
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
Console/PC, Smartphone/Tablet, Indie, Design

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive