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March 31, 2015
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March 31, 2015
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Updates » Design
See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Designing a hardcore game for the mobile masses 6
by Gamasutra Community [02.17.15]
The developers of mid-core mobile fighter Shadow Fight 2 have "learned some valuable lessons about redesigning hardcore genres for mobile audiences" and share them in this blog.
Smartphone/Tablet, Indie, Design

Slippery tentacles: Tackling the challenges of Octodad's design  
by Gamasutra Community [02.17.15]
"Octodad: Dadliest Catch was a strange, difficult, and rewarding project to design. We struggled against traditional game design; we sometimes ran in circles."
Console/PC, Indie, Design, Production

Holograms and eye-tracking: Experiments in tech at Nordic Game Jam 2
by Gamasutra Community [02.16.15]
"Our eye was drawn to a piece of hardware called the DreamOC HD3 early on in the event. The DreamOC is a hologram display case made by RealFiction using HDMI input to project images into 'reality.'"
Indie, Design

This Week in Video Game Criticism: No Godus or Kings, Only Molyneux  
by Joe Koeller [02.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from the aesthetics imparted by framerates to the relentless optimism of Peter Molyneux.
Console/PC, Social/Online, Indie, Design, Business/Marketing

GDC: See how BioWare melded story with systems to make Dragon Age  
by Staff [02.16.15]
Attend GDC 2015 to hear firsthand how creating Dragon Age: Inquisition drove BioWare to re-think their approach to design and populate BioWare's largest 'open world' with only a handful of designers.
Console/PC, Design, GDC

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing

Road to the IGF: XRA's Memory of a Broken Dimension  
by Phill Cameron [02.13.15]
We talk to Ezra Hanson-White about Memories of a Broken Dimension as part of our Road to the IGF series.
Console/PC, Indie, Art, Design

Blog: The manifesto of value 1
by Gamasutra Community [02.13.15]
"It's in part a response to the position we find ourselves in when we are asked about (or criticized for) our work not being free. Value your work. Value the people who might play your work."
Indie, Design, Business/Marketing

Road to the IGF: Inkle's 80 Days Exclusive  
by Alex Wawro [02.13.15]
How do you build an IGF award-nominated interactive fiction game? We chat with 80 Days co-creator Jon Ingold to find out as part of our ongoing Road to the IGF series of developer interviews.
Smartphone/Tablet, Indie, Design, Exclusive, IGF

Learn to build mobile games better at GDC 2015  
by Staff [02.13.15]
GDC officials highlight a handful of great GDC 2015 talks from some experienced developers on the topic of mobile game design.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Combining enemy types and enemy behaviors 2
by Gamasutra Community [02.13.15]
"In this tutorial, I will focus on how I managed to be able to add many types of enemies, while giving them even more different patterns. By pattern, I mean the behavior the enemies are going to adopt."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Here's the lineup for GDC's exciting Experimental Gameplay Workshop 1
by Staff [02.13.15]
GDC 2015 officials are excited to reveal the lineup of the ever-popular Experimental Gameplay Workshop, which includes games like That Dragon Cancer, Line Wobbler and more.
Console/PC, Indie, Design, Production, GDC

Life is Strange: Embracing metagaming 11
by Gamasutra Community [02.13.15]
"Instead of trying to prevent people from doing the accursed metagaming, what if we instead lean into it? Turn a game exploit into a game mechanic? Life is Strange blessedly does just that."
Console/PC, Design

The undying allure of the Metroidvania 18
by Christian Nutt [02.13.15]
Gamasutra's Christian Nutt speaks to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential. Includes new comments from Symphony of the Night's Koji Igarashi, too.
Console/PC, Design

Road to the IGF: Croteam's The Talos Principle Exclusive 1
by Leigh Alexander [02.12.15]
Philosophical first-person puzzler The Talos Principle, a sleeper hit, is is now up for the Seumas McNally Grand Prize at this year's IGF. We talk to lead designer Davor Hunski about the unique game.
Console/PC, Indie, Programming, Design, Exclusive, IGF

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

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