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November 21, 2014
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Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive

Building Runbow, the first nine-player Wii U platformer Exclusive 4
by Alex Wawro [10.29.14]
13AM Games in Toronto has figured out how to make a 9-player competitive platformer for the Wii U. But how do they solve the design challenges of fitting that many players on a single screen?
Console/PC, Indie, Art, Design, Exclusive, Video

Don't Miss: Collaboration, curation collide in Sunset Overdrive Exclusive  
by Kris Graft [10.27.14]
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains.
Console/PC, Design, Exclusive

Do previews still matter to developers? Exclusive 13
by Alex Wawro [10.27.14]
Gamasutra investigates what value preview coverage still holds for developers and PR professionals, if any, and how the media's shift away from traditional previews may affect the way games are made.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Don't Miss: Building Beyond Earth atop the Civilization codebase Exclusive 2
by Alex Wawro [10.24.14]
The co-designers of Firaxis' latest strategy game explain how they went about building the game as designer/programmers, mucking about in the decade-old Civilization codebase in the process.
Console/PC, Business/Marketing, Exclusive

New social issue games tackle education, big pharma Exclusive 26
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Console/PC, Indie, Serious, Programming, Design, Exclusive

On that incredible demo from the maker of Papers, Please... Exclusive 7
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Console/PC, Indie, Art, Design, Exclusive

Infinifactory and the next generation of the 'Minecraft genre' Exclusive 10
by Mike Rose [10.23.14]
Gamasutra speaks with Zach Barth about Infinifactory, and how he's attempting to build the next-generation for the block-building genre.
Console/PC, Indie, Design, Exclusive

Local multiplayer on a global network: Porting Nidhogg to PSN Exclusive  
by Alex Wawro [10.21.14]
Developer Mark Essen speaks to Gamasutra about why he entrusted a third-party studio with the task of porting his tense two-player fighting game to PSN, building a whole new engine in the process.
Console/PC, Indie, Production, Exclusive

Michael Brough continues to carve out his own corner of the App Store with Helix Exclusive 1
by Mike Rose [10.21.14]
Developer Michael Brough has somehow managed to carve out his own little market in the tricky mobile space, with quirky titles like his latest, Helix.
Smartphone/Tablet, Design, Exclusive

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Console/PC, Indie, Design, Exclusive

Don't Miss: Why ethical free-to-play game design matters Exclusive 108
by Greg Costikyan [10.16.14]
"Consider: Would you rather work for a company that has loyal fans eager to play your game, or a company that assumes games are disposable trash, and players, marks to be fleeced?"
Social/Online, Smartphone/Tablet, Design, Exclusive

Don't Miss: Design wisdom from the man behind Super Mario 3D Land Exclusive 9
by Christian Nutt [10.15.14]
Super Mario 3D Land director Koichi Hayashida reveals how he abandoned much of the series' post-1996 legacy by developing the game as though it were the first 3D Mario title ever made.
Console/PC, Design, Production, Exclusive

Talking Devs Podcast #3: Shadow of Mordor with Mike Bithell and Dan Marshall Exclusive 3
by Mike Rose [10.15.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Console/PC, Design, Exclusive, Podcast

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design, Exclusive, Deep Dive

One way to spice up a point-and-clicker? Lots of minigames Exclusive 3
by Mike Rose [10.14.14]
A Golden Wake appears to be another classics-inspired point-and-click adventure game. But for developer Francisco Gonzalez, A Golden Wake is his attempt to breathe some new life into the genre.
Console/PC, Indie, Design, Exclusive

With paid coverage, developers share responsibility with YouTubers Exclusive 24
by Mike Rose [10.14.14]
I spoke with Mary Engle, associate director for Advertising Practices at the FTC, about what both YouTubers and publishers should be considering when it comes to disclosure.
Console/PC, Business/Marketing, Exclusive, YouTube

Airships: The beauty of chaos in the clouds Exclusive  
by Mike Rose [10.13.14]
With so many building and crafting games coming out each month, and with many, many more in development, it can be tricky to truly bring something new to the table, that captures attention and rises above the rest.
Console/PC, Business/Marketing, Exclusive, Video

Don't Miss: Finding fourteen different kinds of 'fun' Exclusive 5
by Pierre-Alexandre Garneau [10.13.14]
We talk a lot about 'finding the fun' - but what does that mean, exactly? Why are some things fun while others aren't, and how can game developers use this understanding to perfect their craft?
Console/PC, Design, Exclusive

10 days with the deep-sea bluffing game Subterfuge Exclusive 2
by Mike Rose [10.13.14]
I'm tangled in a web of lies, and I might just get away with it. This is Subterfuge, a mobile real-time strategy game designed by World of Goo's Ron Carmel and Casey's Contraptions' Noel Llopis.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive