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January 31, 2015
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January 31, 2015
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Updates » Design
Don't Miss: Yoshinori Ono on saving Street Fighter 8
by Brandon Sheffield [12.05.14]
In this classic interview, Street Fighter IV producer Yoshinori Ono discusses what it takes to build a fresh fighting game and details the design philosophy underpinning Capcom's seminal franchise.
Console/PC, Design

China's mobile game market: What you need to know, from the inside 2
by Gamasutra Community [12.05.14]
"I spoke with three Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China."
Smartphone/Tablet, Design, Business/Marketing

Getting social: Could we share power-ups between different games? 8
by Gamasutra Community [12.05.14]
"I had a thought the other today, watching two people playing two tablet games. Wouldn't it be great if the players could help each other out, even though they were playing two different games?"
Smartphone/Tablet, Indie, Programming, Design

Designing for local hordes: Problems and solutions for 9-player design in Runbow  
by Gamasutra Community [12.05.14]
"The idea of branching out paths and keeping players separate had a really positive effect on making the game more about out-platforming and out-racing."
Console/PC, Indie, Design

Criteria for strategy game design 7
by Gamasutra Community [12.04.14]
"In the end, whatís truly unique about the decision-making contest and provides it with 'evergreen' potential is the systemic learning it allows for."
Console/PC, Indie, Design

Don't Miss: Postmortem of a PlayStation 1 classic, Shiny's Wild 9  
by Didier Malenfant [12.04.14]
In this classic postmortem, a member of the Wild 9 development team shares a behind-the-scenes look at what went right -- and wrong -- in the development of this seminal PlayStation title.
Console/PC, Design

Tips for creating the mobile game sequel your players want 3
by Gamasutra Community [12.04.14]
"We live in the time of rapid technology advancement. Considering that itíll take you 6 months or more to launch a sequel after the original game, your second product should be optimized in accordance."
Smartphone/Tablet, Design, Production

Experiments in gamifying the classroom 6
by Gamasutra Community [12.04.14]
"There is no guarantee that all gamification projects will succeed -- students may become too obsessed with rewards and game achievements, teachers may fail to design fun and engaging curriculums."
Social/Online, Design, Student/Education

QWOP creator shares physics engine tips at GDC Indie Games Summit 1
by Staff [12.04.14]
Don't miss QWOP creator Bennett Foddy's talk on bending physics engines to your will; it's just one of many insightful talks from experts in the GDC 2015 Independent Games Summit.
Indie, Design, GDC

Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A design.
Console/PC, Design, Production

Don't Miss: Remembering the launch of Sony's first PlayStation 11
by Christian Nutt [12.03.14]
Today marks the 20th anniversary of the original PlayStation's debut in Japan, and to mark the occasion we're highlighting this classic interview with Sony's Peter Dille about the console's launch.
Console/PC, Design

Video: How Irrational gave life to Bioshock Infinite's Elizabeth  
by Staff [12.03.14]
Bioshock Infinite animation director takes the stage at GDC 2014 to explain in remarkable detail how the character design of Elizabeth evolved and ultimately involved every department of Irrational.
Console/PC, Design, Video, Vault

Epic bumps Unreal up to 4.6 with a host of new features 8
by Alex Wawro [12.03.14]
Epic Games has updated Unreal Engine to 4.6, upgrading and expanding the toolset while fixing a host of issues and incorporating some work from its community of developers.
Console/PC, Design

Discover the design wisdom of early American board games at GDC 1
by Staff [12.03.14]
Brooklyn-based game designer Julia Keren-Detar is coming to GDC 2015 to delve into the origins of a few classic American board games and show how the culture of their times influenced the game design we see today.
Console/PC, Design, GDC

Blog: The hidden beauty of mazes 9
by Gamasutra Community [12.03.14]
"We always see mazes displayed as black and white, surely because itís easier to read and play, but adding colors can change everything. From a simple game to art."
Console/PC, Smartphone/Tablet, Indie, Art, Design

I like Tolkien too, but please, no more fan fiction 59
by Gamasutra Community [12.03.14]
"There are so many ways to create interesting worlds, itís a shame that we stick to the same presets again and again. Besides, arenít we all getting tired of playing the same Tolkien fan fiction game over and over?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Q&A: Maniac Mansion creators stick to their roots with new adventure game 2
by Konstantinos Dimopoulos [12.02.14]
With traditional and particularly exciting adventure Thimbleweed Park doing impressively well on Kickstarter, we thought we'd ask creators (and legendary Maniac Mansion duo) Ron Gilbert and Gary Winnick a few things.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Why Pokemon Ruby matters to me 4
by Gamasutra Community [12.02.14]
"Iím glad Pokemon is still popular today. I want kids to have those kinds of imaginative, fantastic journeys... That wonder should persist and we should work to preserve it."
Console/PC, Design

Designing an alien alphabet for your game 21
by Gamasutra Community [12.02.14]
"A great way to enhance a gameworld's believability and atmosphere is to make a custom alphabet for it. The written word is all around us, and plays a major role in making our world look and feel the way it does."
Console/PC, Smartphone/Tablet, Indie, Art, Design

Borderlands 2 writer shares advice at GDC 2015's Narrative Summit  
by Staff [12.02.14]
Anthony Burch's talk on valuing great characters over great plot points will be part of the GDC 2015 Game Narrative Summit, a series of frank talks on the topic from leading industry experts.
Console/PC, Design, GDC