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September 18, 2014
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September 18, 2014
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Updates » Design
Blog: 'Mobile VR' is much more about VR than mobile  
by Gamasutra Community [09.18.14]
"What I do know is this: once itís all released, it will stand for itself, and the players will quickly figure out what mobile VR is really good for."
Smartphone/Tablet, Design, Production, Business/Marketing, VR

How to build the sprawling nightmare that is branching conversation 4
by Gamasutra Community [09.18.14]
"A brilliant conversation that looks like a tangled knot will drag your project down ... Spending hours trying to untangle your own work (or expecting colleagues to do so) isn't an efficient use of time."
Console/PC, Design

Don't Miss: Cliff Bleszinski's game developer flashcards 83
by Staff [09.17.14]
Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Reminder: 24 hours left to early register for GDC Next 2014  
by Staff [09.17.14]
With just over a day left until early registration for GDC Next featuring ADC ends on September 18, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

IGF China 2014 reveals Main Competition and Student finalists  
by Staff [09.17.14]
The Independent Games Festival China has revealed the Main Competition and Student finalist games for its 2014 award ceremony, which celebrates leading indie games from throughout the Pan-Pacific area.
Indie, Design, GDC China

Unity Pro now free to all PlayStation developers 5
by Kris Graft [09.17.14]
Game engine maker Unity said this morning it would be making the full Unity Pro suite free to all licensed PlayStation developers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 8
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Console/PC, Indie, Audio, Design, Exclusive

Video: How Ubisoft modernized the gunplay of Splinter Cell  
by Staff [09.16.14]
Ubisoft designer James Everett says he faced some tricky challenges when he started work on Splinter Cell: Blacklist, chief among them the problem of making players feel like they're a modern military professional.
Console/PC, Design, Video, Vault

Don't Miss: A postmortem look at the making of Elite 4
by Staff [09.16.14]
To mark the 30th anniversary of Elite's release, watch co-creator David Braben explain the genesis of the genre-defining space sim that stood against industry demands for arcade games.
Console/PC, Programming, Design, Production

Why you need to play Bond Breaker and Algebra Assembler 7
by Gamasutra Community [09.16.14]
"We are entering a golden age for educational video games. Portal and Braid sowed the seeds of revolution... they introduced a spirit of expressiveness."
Console/PC, Smartphone/Tablet, Serious, Design

Blog: A.I. Lessons: The cost of memories 20
by Gamasutra Community [09.16.14]
"At this rate a year in-game would take about 2000 megabytes or 2 gigabytes and 50 years in-game would take about 100 gigabytes. This is just for about 7 characters."
Console/PC, Indie, Programming, Design

20 fun facts about hex grids 19
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Don't Miss: The fundamental pillars of a good combat system 26
by Sťbastien Lambottin [09.15.14]
"With the help of other designers, I have decided to gather and formalize what knowledge I can on the fundamental rules in designing a combat system. This article is the result of that exercise."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: How I killed the joy of video games 32
by Gamasutra Community [09.15.14]
"Out of everything I could say, the concept of how making games fundamentally changes someoneís enjoyment of them is the most difficult to express."
Console/PC, Indie, Design

Battlefield 4 monetization analysis 1
by Gamasutra Community [09.15.14]
"I will explain some ways that Battlefield 4 could have made me as a player feel more positively about my IAP experience without upsetting the balance of gameplay."
Console/PC, Design, Business/Marketing

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Console/PC, Smartphone/Tablet, Indie, Design

Lessons learned from the development of Divinity: Original Sin  
by Alex Wawro [09.12.14]
Larian Studios founder Swen Vincke reflects on lessons he learned from the studio's recent success launching its Kickstarted PC RPG Divinity: Original Sin.
Console/PC, Design, Production

What to steal from Destinyís UI 7
by Gamasutra Community [09.12.14]
"This isnít a review, Iím not a critic, just noticed a bunch of clever stuff that wouldnít be hard to duplicate on an indie budget. Polish costs time, but my goodness does a game benefit from it."
Console/PC, Indie, Art, Design

Quick tips: Finding the core gameplay 1
by Gamasutra Community [09.12.14]
"One of the biggest challenges in designing a new system is to establish a solid core to build the game upon. I usually start by searching for a solid core system that could sustain the entire game going forward."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Story in games - Speaking through song  
by Gamasutra Community [09.12.14]
"Worldbuilding is something I try to push a lot when it comes to audio, and there are a few different elements that I consider when doing so."
Console/PC, Indie, Audio, Design