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September 22, 2014
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September 22, 2014
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Updates » Exclusive
5 quick tips for eSports games, from the devs behind Lethal League Exclusive 2
by Mike Rose [09.02.14]
When Team Reptile was putting together its fighting-slash-Pong game Lethal League, the team knew that one of its main goals was to have the game picked up by the professional competitive gaming leagues.
Console/PC, Business/Marketing, Exclusive

What developers can learn from that Night Trap Kickstarter Exclusive 20
by Alex Wawro [09.02.14]
Gamasutra speaks to the organizer of the troubled Night Trap ReVamped Kickstarter and comes away with some useful lessons for developers looking to launch their first crowdfunding campaign.
Console/PC, Business/Marketing, Exclusive

Don't Miss: Let's retire the word 'gamer' Exclusive 141
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 242
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 9
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive

Don't Miss: Dirty Game Development Tricks Exclusive 19
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Forging a new reality: Bungie on Destiny's art direction Exclusive 11
by Christian Nutt [08.26.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Why make a game a week?: Learning game development in public Exclusive 6
by Leigh Alexander [08.25.14]
Adriel Wallick has been making a game a week for some 38 weeks, and shares what she's learned in the liberating exercise -- and how a willingness to be vulnerable can help improve one's design practice.
Console/PC, Indie, Programming, Design, Exclusive, GDC Europe

Making Formula 1 accessible with Motorsport Manager Exclusive  
by Mike Rose [08.22.14]
There's a mobile game crashing through the App Store paid charts right now -- and you might be surprised to hear that it's a Formula 1 simulation game.
Smartphone/Tablet, Indie, Design, Exclusive, Video

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Tribe hopes to foster a new genre of games with Velvet Sundown Exclusive 5
by Alex Wawro [08.22.14]
What if an adventure game was multiplayer? Tribe Games has spent four years building a platform that can answer that question, and now its hoping to kickstart a new genre of drama games.
Console/PC, Social/Online, Design, Exclusive, Video

Monzo attempts to bring model kit construction to your mobile Exclusive 1
by Mike Rose [08.21.14]
Following gory titles like Shadowgun and Dead Trigger, Madfinger Games is now building a game about... model kits.
Smartphone/Tablet, Design, Business/Marketing, Exclusive, Video

Indies, be aggressive!: A tip from the 2014 Game Career Guide Exclusive  
by Staff [08.21.14]
In this edition, game developer (and former Game Developer magazine EIC) Brandon Sheffield of Necrosoft Games offers some advice for indies: Be aggressive!
Indie, Business/Marketing, Exclusive, annual Career Guide

How do you reinvent Call of Duty all over again? Exclusive 9
by Mike Rose [08.21.14]
With Call of Duty: Advanced Warfare, Sledgehammer Games is not only looking to reinvent the franchise -- it's also the studio's very first go at building its own Call of Duty.
Console/PC, Business/Marketing, Exclusive

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 13
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive

Pixel Miner explores the constraints of the Pebble smartwatch Exclusive 2
by Mike Rose [08.20.14]
Admittedly, I find myself glued to a screen most weekends, playing whatever takes my fancy at the time. Last weekend, the screen was a little smaller than normal.
Smartphone/Tablet, Indie, Design, Exclusive