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June 26, 2016
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June 26, 2016
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Updates » Design
Don't Miss: Charting the (re)birth of the hero shooter genre 15
by Alex Wawro [05.23.16]
Why are we suddenly seeing a slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production, Business/Marketing

Watch Google devs share lessons learned from VR game prototyping 1
by Alex Wawro [05.23.16]
From VR dogs playing poker to sticking a Vive controller in a watering can, Googlers at I/O give a broad-spectrum breakdown some of the things they've learned from experimenting with VR game design.
VR, Design, Video

Rethinking the passage of time in RPGs 16
by Gamasutra Community [05.23.16]
"If my three-year-old wants a cup of juice, she won’t wait the time it takes to write this sentence, yet the proverbial innkeeper with giant rats in the basement will happily wait an eternity for you to get around to his problem."
Console/PC, Indie, Design

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Smartphone/Tablet, Indie, Art, Design, Video

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Don't Miss: Our 30th anniversary retrospective of Gradius 12
by Kurt Kulata [05.20.16]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 31 years ago this month, and in this classic feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its life.
Console/PC, Programming, Design, Production

Blog: Stealing from the movies 3
by Gamasutra Community [05.20.16]
"This article aims to encourage us all to learn from the mistakes that movies made along with their development as an industry."
Console/PC, Design, Production, Business/Marketing

Unexpected narrative: How would Samus Aran play Minecraft?  
by Gamasutra Community [05.20.16]
"A linear game is merely a sandbox with a specific narrative. A linear narrative is merely a series of choices that have already been made in that sandbox."
Console/PC, Design

How a triple-A developer takes global player feedback 1
by Christian Nutt [05.19.16]
An alpha of Team Ninja's new game, Ni-Oh, was free-to-download on PS4. Now, the developer has revealed exactly what kind of change it's making based on feedback.
Console/PC, Design, Production, Business/Marketing

How Uncharted 4 was made accessible to more players  
by Christian Nutt [05.19.16]
"I think video games, for a lot of people, are often about being able to do things that you wouldn't normally be able to do... when you find that there are some people who can't enjoy those things, it's kind of crushing."
Console/PC, Design, Production, Business/Marketing

Don't Miss: How 343 rethought level design for Halo 5  
by Bryant Francis [05.19.16]
In this classic conversation, Halo 5: Guardians design team members speak to how and why they had to re-evaluate their approach to level design for the game's revamped combat encounters.
Console/PC, Design

GDC Europe: See how Obsidian designed and developed Pillars of Eternity  
by Staff [05.19.16]
At GDC Europe, Obsidian's Josh Sawyer willl speak frankly about the technical/creative challenges of developing crowdfunded PC RPG Pillars of Eternity to be a "retro classic" with contemporary design.
Console/PC, Design, Production, GDC Europe

Experimenting with mobile: Lessons about dev, marketing learned on a test project 4
by Gamasutra Community [05.19.16]
"I released a game I’m not totally ashamed of, which was my primary objective; I learned a lot of things, on various subjects, and I gained some confidence on my abilities."
Smartphone/Tablet, Design, Production, Business/Marketing

This week in video game blogging: Health and nature  
by Gamasutra Community [05.19.16]
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how games are finding new ways to portray health.
VR, Console/PC, Indie, Design

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Smartphone/Tablet, Indie, Design, Production, Video

Don't Miss: Creator Alexey Pajitnov on the past, present, and future of Tetris 7
by Christian Nutt [05.17.16]
Conducted in 2010 during the 25th anniversary of Tetris, this classic chat with creator Alexey Pajitnov touches on everything from basic tenets of multiplayer design to the future of the game industry
Console/PC, Design, Production, Business/Marketing

Video: Raph Koster recounts a history of virtual worlds, from MUDS to MMOs  
by Staff [05.17.16]
Speaking at GDC 2016, online game industry veteran Raph Koster briefly recounts how virtual worlds have evolved from multi-user dungeon games through to World of Warcraft -- and why you should care.
Social/Online, Design, Video, Vault

Attend GDC Europe and learn how Master of Orion was rebooted for 2016  
by Staff [05.17.16]
GDC Europe 2016 attendees will be able to check out out an in-depth talk from the folks at Wargaming about the challenges of rebooting beloved space strategy game Master of Orion for 2016.
Console/PC, Social/Online, Design, Production, GDC Europe