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November 23, 2014
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November 23, 2014
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Updates » Design
Video: Understanding how analytics help you make better games  
by Staff [11.04.14]
Understanding analytics data is critical if you want to make your best games. Epic Games' Jim Brown shows you how, using examples from Fortnite's development, in this GDC Europe 2014 talk.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: Struggling toward the right narrative system 1
by Gamasutra Community [11.04.14]
Why upcoming VR game Darknet went with a "minimal, flexible, nonlinear, decentralized story system," and how the developer pulled it off.
Console/PC, Indie, Design, VR

Maybe it's time to hide the numbers in RPGs 73
by Gamasutra Community [11.04.14]
"What would have made it epic is if we didnít know how strong the dragon was, if all we knew about it was from other players; all we knew about the dragon was literally from the legends other players told us."
Console/PC, Design

When it comes to game design, innovation isn't job no. 1 17
by Kris Graft [11.03.14]
Tadhg Kelly argued at GDC Next today that successful game design isnít necessarily about reinventing the wheel, but embracing past successful game designs, extending them, and cross-pollinating with other designs.
Design, GDC Next

Grassroots marketing for your indie game 1
by Kris Graft [11.03.14]
When it comes to grassroots marketing your indie game, there's no one correct way that works for everyone. But three successful indie game developers offered up tips on what has worked for them.
Design, Business/Marketing, GDC Next

How 17-Bit survived cross-platform dev on Skulls of the Shogun 2
by Alex Wawro [11.03.14]
The engineering wizard who helped make cross-platform multiplayer possible on Skulls of the Shogun runs down some of 17-Bit's big challenges in launching the game across XBL, PSN, Steam and mobile.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

What is creativity? Raph Koster demystifies innovation and imagination 12
by Kris Graft [11.03.14]
At GDC Next today, veteran game designer Raph Koster aimed to demystify creativity in game design, and give practical tips on how to be creative.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Next

Don't Miss: Postmortem - McMillen and Himsl's The Binding of Isaac 26
by Edmund McMillen [11.03.14]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Programming, Art, Design, Production, Business/Marketing

This Week in Video Game Criticism: From the Politics of MMOs to Inclusion as a UX Issue  
by Kris Ligman [11.03.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the political utopianism of the modern MMO to treating industry inclusivity as a UX issue.
Console/PC, Social/Online, Indie, Design, Business/Marketing

ALT.CTRL.GDC needs your one-of-a-kind alternative controller games!  
by John Polson [11.03.14]
The much-lauded ALT.CTRL.GDC is returning for GDC 2015, and seeking submissions until Dec. 23rd for one-of-a-kind game peripherals, contraptions and novelties which enhance game experiences.
Console/PC, Indie, Design, GDC

Creating a new kind of game story: Ice-Bound's combinatorial narrative 9
by Gamasutra Community [11.03.14]
"Combinatorial narrative is when several sections of text can be combined in different ways to yield significantly different stories. This differs from branching models, because the possibility space explodes much quicker."
Smartphone/Tablet, Programming, Design

I am Bread dev: Building games for YouTube is a bad idea Exclusive 4
by Mike Rose [11.03.14]
Earlier this month, Bossa Studios unveiled I am Bread, a game about manhandling a piece of bread in a bid to become toast.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Consensual tentacles: Naomi Clark's provocative card game Exclusive 9
by Leigh Alexander [11.03.14]
New York-based veteran developer Naomi Clark is fundamentally a brilliant designer first, a sexual politician second. Her new game Consentacle seems familiar, until you unpack it just a little bit.
Console/PC, Indie, Design, Exclusive

'What are your favorite horror games, and why?' 13
by Christian Nutt [10.31.14]
For our Halloween question, we asked developers to share their favorites in the horror genre. But since it's a dev question, we wanted a little more than that...
Console/PC, Indie, Design

Classic Video Postmortem: Alone in the Dark 6
by Staff [10.31.14]
Preceding games like Resident Evil and Silent Hill, Infogrames' Alone in the Dark proved to be a landmark for the survival horror genre, and now series creator Frederick Raynal explores how the classic title came to be.
Console/PC, Design

Don't Miss: A study of how horror games affect their players 13
by Joel Windels [10.31.14]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: The story of the Halloween Mod for Half-Life  
by Gamasutra Community [10.31.14]
An interview, by a fan and game design student, with the creator of a popular Halloween-themed mod from 2002: Swiss_Cheese Halloween Mod.
Console/PC, Indie, Design, Production

Thoughts on the glorification of violence 107
by Gamasutra Community [10.31.14]
"I think the glorification of violence is something that people -- particularly males -- are taught to value. I don't think it's something we would otherwise naturally value."
Console/PC, Indie, Design, Business/Marketing

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

The Witness artist reminds us to keep it simple, stupid Exclusive 8
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive