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October 20, 2014
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October 20, 2014
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Updates » Exclusive
Don't Miss: Brian Fargo on the development of Wasteland 2 Exclusive  
by Alex Wawro [08.14.14]
"Itís only been 20 years Iíve been trying to get here," says the veteran developer. "It wouldnít have happened if not for crowdfunding."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Gamasutra's top stories from GDC Europe 2014 Exclusive  
by Alex Wawro [08.14.14]
We've compiled a list of our most popular GDC Europe stories this week, which should give you an easy way to catch up on some of the most interesting learnings to come out of the conference.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GDC Europe, IGF

Don't Miss: The grand story of a Street Wars watergun assassin Exclusive 15
by Leigh Alexander [08.13.14]
Leigh Alexander shares her harrowing story of Street Wars, a live, three-week watergun assassination game recently in London -- and what she learned about the delusions games give us about ourselves.
Console/PC, Social/Online, Indie, Design, Exclusive

What exactly goes into porting a video game? BlitWorks explains Exclusive 3
by Alex Wawro [08.13.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Production, Exclusive

Don't Miss: Our chat with Adam Boyes on PlayStation dev relations Exclusive 1
by Kris Graft [08.12.14]
Earlier this year we spoke to SCEA VP of dev relations Adam Boyes about Sony's developer outreach efforts; today we saw some of the fruits of that labor in the company's Gamescom press conference.
Console/PC, Indie, Business/Marketing, Exclusive

Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Business/Marketing, Exclusive, GDC Europe

How to get your game covered by YouTubers Exclusive 11
by Mike Rose [08.11.14]
Gamasutra editor Mike Rose returned to GDC Europe today to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk.
Console/PC, Indie, Business/Marketing, Exclusive, YouTube, GDC Europe

Standing out: Paradox CEO's tips for a complicated market Exclusive  
by Leigh Alexander [08.11.14]
In a climate where widely-imitated successes lead to rapidly-proliferating genres and widespread borrowing, how can you find a vision for your own game that stands out? Paradox CEO Fred Wester has advice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive, GDC Europe

Pure Hohokum: How Honeyslug's wacky world came together Exclusive  
by Mike Rose [08.11.14]
Gamasutra speaks with Hohokum studio Honeyslug about how the game came together, what it's been through, and where the duo will go next.
Console/PC, Indie, Business/Marketing, Exclusive

Don't Miss: Gamasutra explains the YouTuber phenomenon Exclusive 20
by Christian Nutt [08.08.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Q&A: Broken Sword creator reflects on the industry's evolution Exclusive  
by GDC Staff [08.08.14]
We sit down with Broken Sword creator Charles Cecil to talk about how the industry has changed in the past two decades -- and what developers can learn from his experience.
Console/PC, Design, Production, Exclusive, GDC Europe

How Blizzard makes games like Diablo III Exclusive 20
by Christian Nutt [08.08.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

Understanding Twitch's new content-flagging policy Exclusive 9
by Christian Nutt [08.07.14]
Twitch launched a new content-flagging system that checks videos for licensed music tracks and mutes them -- with plenty of bugs and a terrible community response. What's going on?
Console/PC, Indie, Business/Marketing, Exclusive

How Gunpoint dev Tom Francis settled on his next commercial game Exclusive  
by Mike Rose [08.07.14]
Gunpoint developer Tom Francis has settled on what his next commercial outing will be, and now he's feeling confident enough to show it off to artists and composers for potential collaboration.
Console/PC, Indie, Design, Exclusive, Video

For some devs, launching a game for free on PS Plus just makes sense Exclusive 1
by Mike Rose [08.07.14]
Sony's PS Plus team has been busy, as August sees both Digital Dreams' Metrico and Spry Fox's Road Not Taken going immediately free for PS Plus subscribers.
Console/PC, Business/Marketing, Exclusive

Can the developer of Monaco solve the gamepad RTS riddle? Exclusive 21
by Kris Graft [08.07.14]
Learning how to play a real-time strategy game takes dedication. And so does developing one, particularly when your goal is to make "the first great gamepad RTS."
Console/PC, Indie, Design, Exclusive

Don't Miss: Ledoliel and the world of Devine Lu Linvega Exclusive 3
by Leigh Alexander [08.06.14]
Leigh Alexander spends time with Ledoliel, an often-intimate, often-violent alien negotiation app -- and looks into the distinctive world of its multidisciplinary creator, Devine Lu Linvega.
Smartphone/Tablet, Indie, Art, Design, Exclusive

Watergun assassin: The grand game story of Street Wars Exclusive 16
by Leigh Alexander [08.06.14]
Leigh Alexander shares her harrowing story of Street Wars, a live, three-week watergun assassination game recently in London -- and what she learned about the delusions games give us about ourselves.
Console/PC, Social/Online, Indie, Design, Exclusive

Q&A: Brian Fargo shares lessons learned in developing Wasteland 2 Exclusive  
by Alex Wawro [08.05.14]
'Itís only been 20 years Iíve been trying to get here. It wouldnít have happened if not for crowdfunding.'
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

80 Days: Building the perfect text adventure for mobile Exclusive 1
by Mike Rose [08.05.14]
I played a mobile game over the weekend that single-handedly changed the way I think about text-based adventure games. That game was 80 Days from Inkle Studios, a non-linear story that contains more than half a million words in total.
Smartphone/Tablet, Design, Business/Marketing, Exclusive