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July 26, 2014
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Updates » Design
Blog: Why cheating matters 6
by Gamasutra Community [07.03.14]
"The biggest cause for concern that I see is the fact that we already know how to make fun games... And now that the market is changing, we are forced to reconsider the games we’re so good at creating."
Console/PC, Design, Business/Marketing

Anti-design philosophies: Quantity design 16
by Gamasutra Community [07.03.14]
"Developers are asking us to take time out of our day, focus on their game, learn their rules, and sometimes even pay them money. Those developers owe it to us to give us something of real value."
Console/PC, Smartphone/Tablet, Indie, Design, Production

GDC Europe 2014 reveals new talks from Epic Games and Wooga  
by Staff [07.03.14]
Senior talent from Epic Games and Wooga join the lineup of speakers exploring the art and business of making mobile games at GDC Europe 2014 this August in Cologne.
Console/PC, Social/Online, Smartphone/Tablet, Art, Design, Production, Business/Marketing, GDC Europe

Stepping beyond the shooter: Developing The Division Exclusive 11
by Christian Nutt [07.03.14]
Speaking to David Polfeldt, developer of Tom Clancy's The Division, it's clear that he has ambitions to do more with his game than present another twitch shooter -- and to do more with storytelling.
Console/PC, Design, Exclusive

Video: Building on an App Store success with Badland  
by Staff [07.02.14]
As part of the GDC 2014 Independent Games Summit, Badland co-creator Johannes Vuorinen shares what he learned developing, launching and maintaining an award-winning mobile game.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, Vault

Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog 1
by GDC Staff [07.02.14]
The Double Fine senior gameplay programmer and experienced public speaker explains her inspiration for pitching an indie-focused talk about dialog system design at GDC Europe 2014.
Console/PC, Indie, Programming, Audio, Design, Production, GDC Europe

Don't Miss: Shining a light on our women heroes problem Exclusive 134
by Leigh Alexander [07.02.14]
Spurred on by advertising for Rise of the Tomb Raider, Leigh Alexander reflects on the problematic trend of defining women heroes primarily through the trauma they've endured.
Console/PC, Programming, Design, Exclusive

Looking back at what it felt like to launch Towerfall: Ascension 1
by Alex Wawro [07.02.14]
A new Polygon feature about Towerfall developer Matt Thorson sheds light on the game's origins and Thorson's unique development situation as a resident of the Canadian "Indie House."
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Don't simply ask for more female characters 46
by Gamasutra Community [07.02.14]
"I wouldn’t expect much from a female character that was added just for the sake of adding her... I want to see more games with female characters, but I want those characters to mean something more."
Console/PC, Indie, Design, Production, Business/Marketing

Space Colors: The iterative process 2
by Gamasutra Community [07.02.14]
How establishing a good workflow and a few design tenets can result in quick execution of a game design -- and take a game jam idea to a finished game.
Smartphone/Tablet, Indie, Design, Production

The Chinese Room's melancholy and refreshing Rapture Exclusive 7
by Leigh Alexander [07.02.14]
Leigh Alexander visits The Chinese Room to see Everybody's Gone to the Rapture -- a uniquel melancholy and distinctly English apocalypse, created by a team with a refreshing attitude to sustainability.
Console/PC, Indie, Design, Exclusive

Don't Miss: How and why Sega is reinventing Sonic the Hedgehog 17
by Christian Nutt [07.01.14]
Gamasutra speaks to Sega of America producer Stephen Frost about Sonic Boom and Sega's new, centralized management of the IP -- and what it means for the beloved franchise.
Console/PC, Design, Business/Marketing

What game designers do (according to the internet) 48
by Gamasutra Community [07.01.14]
"I used to wonder why people had totally wrong impressions of what a "game designer" was. I assumed it was because there wasn't enough out there about game design. I was so, so wrong about that!"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Interchangeable he and she 13
by Gamasutra Community [07.01.14]
"Customers asked why there wasn't a gay romance option.The company wondered if a solution could be found by simply replacing all of the love interest's pronouns by the opposite gender. Would that work?"
Console/PC, Indie, Design, Production

Panoramical asks: Why can't music software be a game? Exclusive 4
by Mike Rose [07.01.14]
For David Kanaga, the composer behind games like Proteus, DYAD, and the upcoming Panoramical, some of his favorite games aren't games at all.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive, Video

GDC Europe 2014's 'classic postmortem' is Broken Sword  
by Staff [07.01.14]
Influential game designer Charles Cecil will be delivering a Classic Game Postmortem about the groundbreaking adventure game Broken Sword: Shadow of the Templars at GDC Europe 2014 in Cologne this August.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

What happened when African and Chinese game devs got together 14
by Gamasutra Community [07.01.14]
The story of a cross-cultural game jam in Beijing as written by one of the African participants: "the rich experience of bringing together developers from different regions of the world."
Smartphone/Tablet, Indie, Design, Production

The intricacies of audio puzzle design 1
by Gamasutra Community [07.01.14]
Desktop Dungeons' Rodain Joubert takes a look at the "three-way tug-of-war" between what matters most in creating a music-based game, and how "these goals tend to be disruptive of the others."
Console/PC, Indie, Design

Video: Make your games better with playtesting, the Uncharted way 1
by Staff [06.30.14]
Game industry veteran Richard Lemarchand, then the lead game designer at Naughty Dog, discusses the psychological concept of attention as it relates to game design at GDC 2012.
Console/PC, Indie, Design, Production, Business/Marketing, Video

This Week in Video Game Criticism: Are Google Doodles games?  
by Kris Ligman [06.30.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a game review of Google Doodles to a return to basics with ludonarrative dissonance.
Console/PC, Social/Online, Indie, Design