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April 25, 2015
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April 25, 2015
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Updates » Design
Carmack's perspective on the future of mobile VR game development Exclusive 5
by Alex Wawro [03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

Xbox's vision for a cross-platform future 2
by Simon Parkin [03.04.15]
Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices.
Console/PC, Smartphone/Tablet, Programming, Design, Production, GDC

Analyzing Monkey Island 2 puzzle dependencies and game balance 2
by Gamasutra Community [03.04.15]
"What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question.
Console/PC, Indie, Design

Blog: You don't always have to commit 5
by Gamasutra Community [03.04.15]
"In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes."
Indie, Design

Complexity and complication in game design (Also: Why I love Go) 4
by Gamasutra Community [03.04.15]
"Let me tell you about Go. The rules are very, very simple. The possibilities, the implications of each single move, are more than any human can grasp."
Console/PC, Design

Postmortem: Failbetter Games' Sunless Sea 7
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Our tutorial doesn't work. What next? 11
by Gamasutra Community [03.04.15]
A redesign blog: "How many people got overwhelmed and just stepped away because of the sheer number of tutorials? We have no way of knowing."
Smartphone/Tablet, Design

Valve debuts Source 2 for free in bid to compete with Epic, Unity 11
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 2
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC

The rise of games you (mostly) don't play 21
by Simon Parkin [03.03.15]
"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains.
Social/Online, Smartphone/Tablet, Indie, Design, GDC

Don't Miss: My hardest bug ever 31
by Gamasutra Community [03.03.15]
A coder on the original Crash Bandicoot explains how his first big game almost shipped with a destructive save-wiping bug -- and how he and the team at Naughty Dog eventually solved it.
Console/PC, Programming, Design

Space Oddity: Deconstructing the curious design of Gravity Ghost Exclusive  
by Alex Wawro [03.03.15]
Ivy Games' lush 2D space physics puzzler Gravity Ghost wears its nonviolent nature on its sleeve, but creator Erin Robinson says it has its roots in one of the earliest shooters ever made: Asteroids.
Indie, Design, Exclusive, GDC

Narrative tips for mobile games Exclusive  
by Leigh Alexander [03.03.15]
Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
Console/PC, Social/Online, Indie, Design, Production, Exclusive, GDC

How I broke into the game industry and became a designer 16
by Christian Nutt [03.03.15]
This blog post from 2K Games designer Harrison Pink slaughters misconceptions about what it means to work in the game industry while offering a personal look at what it takes to get a job in triple-A.
Console/PC, Design, Recruitment

5 game design lessons learned playing Grim Fandango Remastered  
by Gamasutra Community [03.03.15]
"We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Iím able to relive that journey."
Console/PC, Indie, Design

'But it's not historically accurate!' - Diversity in historical games 52
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, 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

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