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February 26, 2015
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February 26, 2015
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Updates » Design
5 'small but important' tips gleaned from the Global Game Jam 1
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

Road to the IGF: Drool's Thumper  
by Phill Cameron [01.28.15]
Marc Flury and Brian Gibson of Drool detail how they made the powerful audio of their IGF nominated game, Thumper.
Console/PC, Indie, Programming, Audio, Design

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Get a job: Monolith Productions seeks a Lead Designer, Narrative  
by Staff [01.27.15]
Award-winning Middle-earth: Shadow of Mordor devs are hiring a lead designer for the narrative on its next project -- to take the game's story from conception to execution.
Console/PC, Design, Recruitment

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Smartphone/Tablet, Indie, Design

Learn to write better sex, liars and mobile games at GDC 2015 1
by Staff [01.27.15]
How to write better sex, liars and mobile games: GDC officials highlight a handful of great narrative-focused GDC 2015 talks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Video blog: The characteristics of game boards 3
by Gamasutra Community [01.27.15]
"While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, 'fields of maneuver.'" This video-led post dives right into this rich seam of game design.
Console/PC, Indie, Design

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Learn how to make your game just completely hilarious at GDC 2015 1
by Staff [01.26.15]
"Watch William Pugh desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny" at GDC 2015.
Indie, Design, GDC

This Week in Video Game Criticism: From Formalism to Femmes Fatale  
by Kris Ligman [01.26.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the continued role of formalism in game studies to a Bayonetta style guide.
Console/PC, Indie, Design

Blog: A design dilemma in prop behavior 4
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Console/PC, Indie, Design

'If you had to pick one game for aspiring devs to study, what would it be?' 26
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Console/PC, Indie, Design

Numbers in games: What they say about us 19
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Removing the bottleneck: Programming a dynamic event system 5
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Console/PC, Indie, Programming, Design

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Console/PC, Indie, Design, Production

Video: John Romero joins JP LeBreton to play and discuss Doom  
by Alex Wawro [01.22.15]
As part of Double Fine and 2 Player Productions' ongoing "Devs Play" video series, Romero and fellow developer LeBreton play Doom while discussing level design and game development.
Console/PC, Design, Video

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [01.22.15]
One game developer shares twenty "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, Audio, Design