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April 26, 2015
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April 26, 2015
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Updates » Design
Video games are broken toys 35
by Gamasutra Community [04.07.15]
"I only know one sure-fire way to break a toy. Toys are very simple, and thus, very durable. Just about anything you can imagine can work in a toy, except for one thing."
Console/PC, Indie, Design

5 misconceptions about UX design in video games 5
by Gamasutra Community [04.07.15]
"UX explores how it is like for the target audience (the players) to experience your game. It uses neuroscience and psychology knowledge to make sure that the game has good usability and is immersive."
Console/PC, Indie, Design

The game is the boss: A Resogun postmortem 6
by Harry Krueger [04.07.15]
This incredibly detailed postmortem, written by Resogun lead programmer Harry Krueger, offers a look behind a huge number of technical and creative decisions behind the popular shooter.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Gameflow: Comebacks, advantages, and entropy in competitive games 5
by Gamasutra Community [04.06.15]
"Gameflow. Make it interesting and worth the players' time. In my opinion, there is not a lot of deviation and playroom from curve of these good examples."
Console/PC, Indie, Design

Don't Miss: The creative process that drives Valve's writers Exclusive 12
by Kris Graft [04.06.15]
In this classic chat, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw dig into the narrative structure and pithy quips driving critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design, Exclusive

This Week in Video Game Criticism: From Stick Shift to Nintendo's lenticular design 1
by Kris Ligman [04.06.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the lenticular design of Nintendo games to the (literal) autoeroticism of Robert Yang's Stick Shift.
Console/PC, Indie, Design

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Here we are now, edutain us: Education and games with SpaceChem's Zach Barth  
by Phill Cameron [04.06.15]
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Leading players astray with unexpected stories in 80 Days 1
by Staff [04.03.15]
As part of the GDC 2015 Independent Games Summit, 80 Days writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Indie, Design, Video, Vault

Don't Miss: How to design effective achievements for your game Exclusive 31
by Lucas Blair [04.03.15]
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Experiments in creating systems for storytelling 6
by Gamasutra Community [04.03.15]
"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything."
Console/PC, Indie, Programming, Design

Tips for how to design and develop free-to-play games 1
by Gamasutra Community [04.03.15]
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Smartphone/Tablet, Indie, Design, Production

Blog: It all starts with (good) intentions 1
by Gamasutra Community [04.03.15]
"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential."
Indie, Design

Charting Out There's long and difficult journey to completion 7
by Gamasutra Community [04.03.15]
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

This Week in Video Game Criticism: The Hard Sell of Battlefield Hardline 2
by Johnny Kilhefner [04.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from the financial expectations of going indie to the critical reception of Battlefield Hardline.
Console/PC, Indie, Design

One-button Reddit game attracts over 500,000 players 4
by Alex Wawro [04.02.15]
An odd sort of player community is coalescing on Reddit around The Button, a simple browser widget that sports nothing more than a big button and a timer that counts down from 60 seconds.
Console/PC, Design

Don't Miss: A rational approach to racing game track design 12
by Luke McMillan [04.02.15]
In this classic feature, Gamasutra takes an in-depth look at racing game track design, comparing two arcade titles (Initial D and Maximum Tune) while contrasting them against the Gran Turismo series.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

IGF China 2015 calls for pan-Pacific indie game submissions  
by Staff [04.02.15]
The Independent Games Festival China – which takes place in October alongside GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 20th.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

Memorable names for virtual things 2
by Gamasutra Community [04.02.15]
"What features of fictional names make them more memorable? Here are a few ways of keeping your proper nouns lucid."
Console/PC, Smartphone/Tablet, Design

Squeezing more juice out of your game 3
by Gamasutra Community [04.02.15]
"There is a part of game feel that is amusing to work on, and that yields great results as soon as your core gameplay is rock solid. This is what, since the rise of casual gaming, we call game juice."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design