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October 21, 2014
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October 21, 2014
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Updates » Design
Art-style iteration: Frustrating, but worth it in the end 10
by Mike Rose [09.26.14]
Heather Chandler of game studio Elephant Mouse discusses how her team iterated on the art style of mobile game Robots Need Love Too.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

Getting that game design idea out of your head and into production 1
by Mike Rose [09.26.14]
Industry veteran William Anderson answers the question "How do I get one of my idea or concepts into development?" in depth.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

7 questions for Desert Golfing creator Justin Smith Exclusive 1
by Kris Graft [09.26.14]
Independent game developer Justin Smith has a knack for creating games that have a simple aesthetic, but with mechanics that make you go "hmmmm."
Indie, Design, Exclusive

Art of video games may influence art of war with new project 1
by Kris Graft [09.25.14]
A new program from the U.S.-based think tank Atlantic Council is looking towards video games in order to inform what real war might look like in the future.
Console/PC, Social/Online, Smartphone/Tablet, Design

The key principles of writing for branching game conversations 8
by Gamasutra Community [09.25.14]
"Games are games, of course -- not novels or films -- but that only makes this subject more important. The Player character, in most types of games, is the utterly dominant presence."
Console/PC, Indie, Design

The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.25.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

Video: Super data for digital games 4
by Staff [09.24.14]
With myriad factors affecting the evolution of digital games, this session covers the ABCs of game metrics, as well as how each game segment has contributed to this staggering growth.
Console/PC, Design, Video, Vault

Blog: Diversity, censorship, and criticism 156
by Gamasutra Community [09.24.14]
"This is not about censoring the games industry -- it's about criticizing the games industry, and through that criticism creating an industry that's better for everyone."
Console/PC, Indie, Design

Dynamic user interfaces: Adapting to increase player performance 17
by Gamasutra Community [09.24.14]
"A dynamic user interface will add, alter, or remove interface elements depending on the situation a player is currently in. This ensures they have the right interface elements at their disposal to complete their goals."
Console/PC, Art, Design

Blog: How map design affects multiplayer in Counter-Strike GO 3
by Gamasutra Community [09.24.14]
"That is exactly at this moment that the pathways step in. These are part of those parameters useful to balance a map. If you think terrorists have a huge advantage, think about how many pathways they have."
Console/PC, Design

Keep Talking and Nobody Explodes: A team-based Oculus Rift game Exclusive 6
by Mike Rose [09.24.14]
At the 2014 Global Game Jam, three game creators were desperately trying to come up with an idea for an Oculus Rift game, when they accidentally stumbled across a rather outlandish concept.
Console/PC, Indie, Design, Exclusive, Video

Big studio creativity: Lionhead Incubation to share experiments  
by Christian Nutt [09.23.14]
Since 2008, Lionhead Studios hasn't released anything but Fable games. That might change, as it moves concretely to foster more inventiveness through a new initiative.
Console/PC, Design, Production, Business/Marketing, Video

Jason Rohrer's 'agonizing' new real-money game, Cordial Minuet 3
by Christian Nutt [09.23.14]
"The drama and emotional anguish is magnified tremendously when there's something real at stake."
Console/PC, Indie, Design

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [09.23.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Raph Koster, Octodad devs join GDC Next speaker lineup  
by Staff [09.23.14]
Octodad: Dadliest Catch developers Phil Tibitoski and John Murphy join the speaker lineup at GDC Next 2014 featuring ADC this November alongside game industry veteran Raph Koster.
Console/PC, Indie, Design, Production, GDC Next

Future game story: How we can improve games by getting experiential 51
by Gamasutra Community [09.23.14]
"For years, Ive told friends and colleagues that game stories suck. People nod their heads, then happily play and continue making story-driven games anyway."
Console/PC, Smartphone/Tablet, Indie, Design

Mobile UI and game design: Screens vs. flows 6
by Gamasutra Community [09.23.14]
"While many of the larger mobile game studios such as Zynga or GREE routinely design UI/UX by flows, many mobile application designers are still designing individual screens by feature."
Smartphone/Tablet, Art, Design

Game design analysis: Silent Hills playable teaser P.T. 4
by Gamasutra Community [09.23.14]
A blog that tackles how the "playable teaser" from Hideo Kojima and Guillermo del Toro makes players feel uneasy -- and where it draws its influences.
Console/PC, Design

Final Fantasy XV director: Game must be amazing or 'it's meaningless' 4
by Christian Nutt [09.22.14]
"Before I joined Square Enix, I always looked at Final Fantasy games as the benchmark for game consoles. Each new game showed what was possible on video game hardware."
Console/PC, Design, Business/Marketing

Video: A crash course in design-related analytics  
by Staff [09.22.14]
Information is now everywhere. If you work for a large company or a publisher, someone is going to come to you with analytics, and you need to be able to understand them in order make proper use of them.
Console/PC, Design, Video, Vault, GDC, GDC Europe