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December 20, 2014
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December 20, 2014
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Updates » Design
Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what they’ve done well and what they haven’t, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Smartphone/Tablet, Indie, Design

Using games to treat anxiety, autism 1
by Christian Nutt [10.29.14]
"The program starts to not feel like a game ... It feels real. You know it is an alternate reality, but you feel the same emotions you would feel in the actual situation you are practicing."
Console/PC, Serious, Design

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive

Game design in VR: Pushing off from a new frontier 1
by Gamasutra Community [10.29.14]
"VR is demanding we re-investigate from the ground up all things we have been assuming about UI/UX, and that we look deeper into cognitive science to address questions about how we perceive our environments."
Console/PC, Indie, Design, VR

Blog: What does a game value? 8
by Gamasutra Community [10.29.14]
"There is a problem with his characterization as a kind and merciful commander, though: the gameplay. The only way to gain experience in this game is to kill enemy units."
Console/PC, Indie, Design

Building Runbow, the first nine-player Wii U platformer Exclusive 4
by Alex Wawro [10.29.14]
13AM Games in Toronto has figured out how to make a 9-player competitive platformer for the Wii U. But how do they solve the design challenges of fitting that many players on a single screen?
Console/PC, Indie, Art, Design, Exclusive, Video

Don't Miss: Our X-Wing vs. TIE Fighter Postmortem 1
by Peter Lincroft [10.28.14]
Former LucasArts programmer Peter Lincroft details some of the design and programming challenges the developers of X-Wing vs. TIE Fighter faced in this classic postmortem.
Console/PC, Programming, Design, Production, Business/Marketing

9 GDC Next talks you shouldn't miss  
by Staff [10.28.14]
Game industry veteran Raph Koster, programming wizard Borut Pfeiffer, industry attorney Mona Ibrahim and Playful Corp CEO Paul Bettner are just a few of the experts speaking at GDC Next this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing, GDC Next

This Week in Video Game Criticism: Of Dress Spheres and Metal Gear 1
by Kris Ligman [10.27.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the fashion of Final Fantasy X-2 to a meditative tribute to Metal Gear Solid 3.
Console/PC, Indie, Design

Far Cry 4 creative director: Resolution is not an interesting topic 13
by Christian Nutt [10.27.14]
What to ask yourself about a game: "It's like, is it fun, is it interesting, is it new, is it fresh, are there interesting questions?"
Console/PC, Design, Business/Marketing

Making a great game you can play with your kids isn't easy  
by Alex Wawro [10.27.14]
Flying Wild Hog cofounder Klaudiusz Zych explains some of the challenges his studio has faced in transitioning from releasing Shadow Warrior to developing the family-friendly cooperative platformer Juju.
Console/PC, Design, Business/Marketing

Don't Miss: Collaboration, curation collide in Sunset Overdrive Exclusive  
by Kris Graft [10.27.14]
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains.
Console/PC, Design, Exclusive

Video Postmortem: The successes and failures of SteamWorld Dig  
by Staff [10.27.14]
Brjann Sigurgeirsson reveals how he and the team at Image & Form stumbled through the process of making SteamWorld Dig a multi-platform hit in this GDC Europe 2014 talk.
Console/PC, Indie, Design, Production, Video, Vault

Sunset Overdrive design challenges laid bare at GDC 2015  
by Staff [10.27.14]
GDC 2015 attendees have the opportunity to learn about the development of Sunset Overdrive from Insomniac game designer Liz England, who will speak at length during next year's March conference.
Console/PC, Design, GDC

Blog: Legally speaking, how close can you get without cloning? 2
by Gamasutra Community [10.27.14]
"With the $10,000 raised by the project, there just doesn’t seem to be much left over in the budget to fight a long legal battle. We won’t know until it happens, however."
Indie, Design

Game jam postmortem: Suddenly, Thousands  
by Gamasutra Community [10.24.14]
"Honestly, I'm really satisfied with Suddenly, Thousands for the time I spent on it. However, I had a few easily avoidable slip-ups that I need to be careful next time I attend events like these."
Console/PC, Indie, Art, Design, Production

New social issue games tackle education, big pharma Exclusive 26
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Console/PC, Indie, Serious, Programming, Design, Exclusive

Don't Miss: Gamasutra's Talking Devs podcast on Shadow of Mordor 3
by Mike Rose [10.23.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Console/PC, Indie, Design

On that incredible demo from the maker of Papers, Please... Exclusive 7
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Console/PC, Indie, Art, Design, Exclusive

Infinifactory and the next generation of the 'Minecraft genre' Exclusive 10
by Mike Rose [10.23.14]
Gamasutra speaks with Zach Barth about Infinifactory, and how he's attempting to build the next-generation for the block-building genre.
Console/PC, Indie, Design, Exclusive