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July 29, 2015
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July 29, 2015
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Updates » Design
This Week in Video Game Criticism: What's old is Shenmue again  
by Kris Ligman [06.29.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3's Kickstarter to Tale of Tales' decision to take a break from game development.
Console/PC, Indie, Design

Why did the ending of Mass Effect 3 sink the audience's opinion of the whole series? 4
by Gamasutra Community [06.29.15]
"One has to wonder if the game would have benefitted from some kind of more enjoyable coda or epilogue. Going into that fun experience for just a few minutes might have made a large difference."
Console/PC, Design

6 lessons from developing Schell Games' VR project, I Expect You To Die 17
by Gamasutra Community [06.29.15]
Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die -- created after his years of experience in the medium, dating back to the 1990s.
Console/PC, Indie, Design, VR

Innovative VR ideas from Oculus jam winner Bazaar  
by Gamasutra Community [06.26.15]
Bazaar won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
Console/PC, Indie, Design, VR

Get a job: Hangar 13 is hiring an experienced Level Architect 1
by Staff [06.26.15]
Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices.
Console/PC, Design, Recruitment

Don't Miss: Classic Easter egg saboteurs, smugglers and stowaways 16
by Jamey Stevenson [06.26.15]
Developer Jamey Stevenson examines how and why Easter eggs came to be hidden in games from the likes of Maxis, Naughty Dog, Nintendo and Atari in this classic 2011 feature.
Console/PC, Design, Business/Marketing

21 CRPGs that brought something new to the table 19
by Gamasutra Community [06.26.15]
"I've examined almost 300 RPGs, from the latest releases to PLATO titles from the 70's. I've decided to make a really, really, really abridged version of my book, focusing on one single aspect: cool stuff."
Console/PC, Design, History

Making gender matter: Lessons from tabletop RPG Night Witches 16
by Katherine Cross [06.26.15]
How can you make gender relevant and interesting without subsuming characters beneath stereotypes? Night Witches, a tabletop RPG based on female members of a real Soviet bomber regiment, has some answers.
Design

What goes into making an indie visual novel: Summoner Sweetheart  
by Gamasutra Community [06.26.15]
"I think it was the 'right choice' to tackle it because everyone involved now understands what itís like to bite off more than we can chew and how to come back from that hurdle."
Console/PC, Indie, Design, Production

Koji Igarashi on the power and responsibility of being Kickstarter-funded 4
by Christian Nutt [06.26.15]
Gamasutra had a chance to sit down with Koji Igarashi and talk about the successful Kickstarter campaign for Bloodstained: Ritual of the Night, and how he feels about breaking records, and breaking free.
Console/PC, Indie, Design, Production, Business/Marketing

Make a game like it's your last, and burn bright 7
by Christian Nutt [06.25.15]
Advice from the Fire Emblem team: The venerable series had reached its conclusion -- but Awakening revitalized the franchise, and now it's a core Nintendo series.
Console/PC, Design, Production, Business/Marketing

Attend GDC Europe to see how Bossa cooks up games like I Am Bread  
by Staff [06.25.15]
From insight into how Bossa balances creativity with productivity to practical tips on being more Agile, these GDC Europe 2015 talks are all about helping you make your game production process easier and more efficient.
Console/PC, Indie, Design, Production, GDC Europe

Video blog: An interview with Never Alone's Ishmael Hope  
by Gamasutra Community [06.25.15]
I spoke with the lead writer of Never Alone, Ishmael Hope, about IŮupiaq storytelling, the character of arctic weather, and the challenges of presenting indigenous culture in Western media.
Console/PC, Indie, Design

GlassLabs mods Plants vs. Zombies 2 to serve as a teaching tool 3
by Alex Wawro [06.23.15]
PopCap and nonprofit GlassLab launched a special classroom version of Plants Vs. Zombies 2 on the App Store this week that's been modified to help teachers analyze players' problem-solving skills.
Console/PC, Design

Get a job: Cloud Imperium Games is hiring a Senior Level Designer  
by Staff [06.23.15]
One of the studios working on crowdfunded 'persistent universe MMO' space sim Star Citizen seeks an experienced level designer to work alongside the rest of the Cloud Imperium team in Austin, TX.
Console/PC, Design, Recruitment

Designed as a 'communication' game, Animal Crossing defied genre  
by Alex Wawro [06.23.15]
Developers of the original Animal Crossing shed light on their inspiration for the game and their struggle to fit it into a neat genre in interviews freshly translated and published by Shmuplations.
Console/PC, Design

Don't Miss: 20 Atari games every designer should play 10
by John Harris [06.23.15]
Check out this classic 2008 feature from Gamasutra about 20 timeless Atari games showcasing intriguing mechanics or design decisions that modern game developers should study and learn from.
Console/PC, Programming, Art, Design, Production

Exploring the nature of game mechanics 4
by Gamasutra Community [06.23.15]
"The player's abilities and the challenges you create to test those abilities are two sides of the same coin. 'Game Mechanic' is the term I'm using to show how the two combine to become basically the same thing."
Console/PC, Design

Video: Dealing with feedback while making deeply personal games  
by Staff [06.23.15]
Developer Nina Freeman takes the stage at GDC 2015 to talk about making 'personal' games like How Do You Do It? -- and how to handle player feedback on these highly personal experiences.
Indie, Design, Video, Vault

Lessons learned from designing enemies for kids 1
by Gamasutra Community [06.23.15]
"The problem -- you canít rely on any kind of skill progression in very young kids. How do we increase the challenge of later enemies when we canít guarantee that the players skill will increase?"
Console/PC, Design