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December 21, 2014
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December 21, 2014
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Updates » Design
Blog: The question of the D20 for tabletop design 7
by Gamasutra Community [11.14.14]
On developing a tabletop game without using the most iconic of dice -- an examination of how different systems use it and what effect it has on gameplay.
Console/PC, Design

Blog: In search of art with Jack King-Spooner 1
by Gamasutra Community [11.14.14]
Art-indie dev Jack King-Spooner on making games: "In terms of outcome games are more rewarding. In terms of process, painting and making music is more rewarding."
Console/PC, Indie, Art, Design

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The benefits of less visual detail 17
by Gamasutra Community [11.13.14]
"The burden of realistic visuals is that people expect to be able to interact with the game's realistic world in a realistic sense. They expect to be able to push that chair out of the way."
Console/PC, Indie, Art, Design

Game as memorial: That Dragon, Cancer developer reflects  
by Christian Nutt [11.12.14]
"'Why should you get to memorialize your son in this way?' 'What about all the other families and children who have suffered?' 'What makes you so special?' The answer is, of course, nothing." - Ryan Green
Console/PC, Indie, Design

Don't Miss: The challenges of writing Dragon Age 24
by Brad Kane [11.12.14]
In this classic feature, Gamasutra examines the writing process of the Dragon Age series and how player choice is balanced against Bioware's narrative by speaking with lead writer David Gaider.
Console/PC, Design

Molyneux faces unexpected challenges as a mobile game maker 3
by Alex Wawro [11.12.14]
The long-time designer says mobile game design has been some of the hardest work he's done, in part because he underestimated how easy it is to design ethical monetization systems.
Smartphone/Tablet, Design

See how Storm8 cooks up a successful mobile sim game at GDC 2015  
by Staff [11.12.14]
Storm8 game design chief Dan Scheidegger is coming to GDC 2015 to run down exactly what worked -- and what didn't -- during development of Restaurant Story 2.
Social/Online, Smartphone/Tablet, Design, GDC

Not just another Halfbrick in the wall Exclusive  
by Mike Rose [11.12.14]
Matt Knights and Dean Loades spent the last seven and eight years respectively working for a big Australian video game studio. After nearly a decade, they've both decided to give this whole indie thing a bash.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Horror game design can be scary 18
by Gamasutra Community [11.12.14]
"We are still confident this game will turn out to be something special; we have to bury some old skeletons in the ground and refresh the game with some clear goals."
Console/PC, Indie, Design, Production

A list of free, critical games 6
by Gamasutra Community [11.12.14]
"The beauty of short form critical games is that they deliver their message before overstaying their welcome. And most of them provide insights into alternatives to accepted norms."
Console/PC, Indie, Design

Game mechanics vs. gamification 6
by Gamasutra Community [11.12.14]
"If we want people to take us seriously, we need to show we understand what we are talking about. Game designers already think we are sheep spouting psychobabble. Why give them more ammunition by misusing their terminology?"
Smartphone/Tablet, Design

Using biofeedback, games might go from escapist to introspective 7
by Alex Wawro [11.11.14]
In an interview with RPS, SoundSelf designer Robin Arnott ruminates on how incorporating biofeedback data like breathing patterns or heart rate into game design might change the industry.
Console/PC, Indie, Design

Don't Miss: How 343 earned its stripes making Halo 4 13
by Kris Graft [11.11.14]
As Halo briefly returns to the zeitgiest, read this classic feature about Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development began.
Console/PC, Design, Production

Making the jump from video game to physical game design  
by Gamasutra Community [11.11.14]
"The latest mountain i scaled was launching LockQuest, a brand new real escape the room game company in Toronto. It's probably the most difficult thing i've done in my entire life."
Console/PC, Indie, Design, Business/Marketing

Studio behind Stealth Bastard tries its hand at open development Exclusive  
by Mike Rose [11.11.14]
British developer/publisher Curve Digital has got a new game in the works -- it's first "fresh" project since 2011's Stealth Bastard -- and it's already looking rather fine.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

This Week in Video Game Criticism: Press X to Pay Respects 1
by Eric Swain [11.10.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging the critical reception to Call of Duty: Advanced Warfare to a different look at Bayonetta 2.
Console/PC, Indie, Design

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, Design, Business/Marketing, Video, Vault

Using Scrum to design player emotions 4
by Gamasutra Community [11.10.14]
"You can reuse your Scrum skills in different guises throughout the entire brainstorming and design process. Donít limit yourself to using Scrum in development. Use it wherever you find it usable."
Indie, Design

To the Moon creator on his wordless follow-up A Bird Story Exclusive 2
by Mike Rose [11.07.14]
To the Moon creator Kan Gao has launched a follow-up -- and while To the Moon was rather wordy, A Bird Story doesn't feature a single line of dialogue.
Console/PC, Indie, Design, Exclusive