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May 25, 2016
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May 25, 2016
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Updates » Design
Don't Miss: How Call of Duty 4: Modern Warfare was made 4
by Zied Rieke & Michael Boon [05.02.16]
Infinity Ward's influential shooter debuted almost a decade ago. Now, read this classic postmortem the lead designer and technical art director wrote of it for Game Developer magazine.
Console/PC, Design, Production, Business/Marketing

How Apple TV forced us to rethink mobile UX 1
by Gamasutra Community [05.02.16]
"I agree with Tim Cook’s notion that the future of the TV is apps. But an app is just a bundle of code. What makes a great app is the experience it offers to its specific user."
Smartphone/Tablet, Design

Devs Answer: how much did your parents support playing video games as a kid? 8
by Bryant Francis [04.29.16]
We polled developers on how their parents felt about them playing games as kids to see which ones had full support, and which ones were only able to justify it once they'd built a career on them.
Console/PC, Indie, Design

The unexpected creative genesis of Her Story  
by Christian Nutt [04.29.16]
"If all your ideas are coming from movies, that can be a problem. An artist has already gone out into the world and compressed a lot of information to create that film."
Console/PC, Smartphone/Tablet, Indie, Design

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Molyneux and Webley recount the history of Lionhead  
by Simon Carless [04.29.16]
Now that Lionhead is closed, look back at this 2006 feature where Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Console/PC, Programming, Design, Production, Business/Marketing

Games as revolutionary acts: Historians talk 1979 Revolution  
by Gamasutra Community [04.29.16]
History Respawned's Bob Whitaker talks with historian Zackery Heern about the choice-driven narrative game 1979 Revolution: Black Friday, which is based on real history.
Console/PC, Indie, Design, Business/Marketing

Applying lessons from Warcraft's world to Overwatch arenas  
by Bryant Francis [04.29.16]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Console/PC, Design

Japanese indie dev on designing for NicoNico Video's new game platform  
by Lena LeRay [04.28.16]
The indie dev known as Krobon describes the unique challenges of creating a platformer (Pharaoh Rebirth+) designed to be released episodically on NicoNicoVideo's new game platform.
Indie, Design, Production, Video

Don't Miss: The designers of Thief and Deus Ex talking shop at GDC  
by Staff [04.28.16]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Console/PC, Programming, Design, Production

Atari cofounder Nolan Bushnell cuts new deal to make mobile games  
by Alex Wawro [04.28.16]
Game industry veteran Nolan Bushnell has made a deal with Dutch game company Spil Games that will see the two working together to design and launch three or more mobile games.
Smartphone/Tablet, Design, Business/Marketing

Life after leaving a game studio, according to narrative designer Chris Avellone 2
by Brandon Sheffield [04.28.16]
Chris Avellone might shower less these days, but he definitely writes more. Here, he discusses his creative life after Obsidian, and the difficulty of working with established franchises.
Console/PC, Design, Production

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 20
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Console/PC, Indie, Design, Production

Blog: A filthy casual talks Clash Royale 3
by Gamasutra Community [04.28.16]
Love and frustration mingle in the mind of this filthy, filthy casual when it comes to Clash Royale.
Smartphone/Tablet, Design

Upgrading history: How M2 created 3D versions of classic Sega games  
by Heidi Kemps [04.28.16]
How Sega and specialist emulation developer M2 created a new package of classic arcade, Master System, and Genesis titles for that take advantage of the 3DS handheld's three-dimensional screen.
Console/PC, Design, Business/Marketing, History

How Blizzard is building Overwatch out of the ashes of Titan  
by Alex Wawro [04.27.16]
Blizzard's Jeff Kaplan speaks to GameSpot about how the Overwatch team took shape after the fall of Titan, and how modern MOBAs have shaped the design of Blizzard's first FPS.
Console/PC, Social/Online, Design

Minecraft now available on Gear VR, with interesting VR design adjustments  
by Kris Graft [04.27.16]
Minecraft has arrived on Oculus and Samsung’s Gear VR mobile headset, and it’s a fairly interesting take on the nearly five-year-old sandbox crafting game.
VR, Smartphone/Tablet, Design

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Don't Miss: How Nintendo designs Animal Crossing 3
by Christian Nutt [04.27.16]
In this classic interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing,
Console/PC, Design, Production

3 ways to build emotional connections with game design  
by Gamasutra Community [04.27.16]
A survey of three different methods game design offers to build emotional connections with players, taken from How Games Move Us: Emotion By Design by Katherine Isbister.
Console/PC, Smartphone/Tablet, Indie, Design