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October 26, 2014
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October 26, 2014
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Updates » Design
Is Portal 2 a better brain-training game than brain-training games? 5
by Kris Graft [09.30.14]
A recent study from Florida State psychology researchers pit two kinds of games against one another to see which is actually “better” for your brain: "entertainment" games or "brain-training" games.
Console/PC, Social/Online, Serious, Design

Blog: What indie developers can learn from The Making of Karateka 3
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.29.14]
"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

This Week in Video Game Criticism: Into the Loot Cave of Destiny  
by Zach Alexander [09.29.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
Console/PC, Social/Online, Indie, Design

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production

Analysis: Clash of Clans vs. Boom Beach - The habit 7
by Gamasutra Community [09.29.14]
"The lower retention numbers of Boom Beach definitely go in line with that research and it is really hard to believe there is no one at Supercell taking notes."
Smartphone/Tablet, Design

Blog: No fun 29
by Gamasutra Community [09.29.14]
"As a player, I want games to engage my personality, not just my reflexes or wits. As a player, I want games to change me as any form of art does. As a player, I don't want to have fun every single time I play."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Tips for game artists, from Rockstar's former art director 4
by Kris Graft [09.26.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

Video: Beyond Spreadsheets - Generating operational impact with analytics  
by Staff [09.26.14]
While dashboards and KPI reporting are obligatory -- yet certainly helpful -- standards to track the performance of your game, they are bound to only look in the past.
Console/PC, Design, Video, Vault

Optimizing tower defense design for focus and thinking 7
by Gamasutra Community [09.26.14]
"We want to LET the player focus, freeing up as many mental resources as possible. This in turn lets us crank up the difficulty of the game's thinking-based challenges without overwhelming or stressing out the player."
Console/PC, Indie, 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