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April 23, 2014
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April 23, 2014
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Updates » Production
How arcade games have come, gone, and could come again GDMag Exclusive 3
by Nolan Bushnell [04.22.14]
In this classic Game Developer magazine column, Nolan Bushnell explains why arcade machines failed and how location-based video games could still thrive in the age of online technology.
Console/PC, Social/Online, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

3 tips for organizing internal hackathons  
by Gamasutra Community [04.22.14]
"Before organizing a hackathon, think about the goals you hope to accomplish, as well as the strategies and logistics that will resonate well within your company culture."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you donít have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

How I beat burnout and started having fun making games again 7
by Gamasutra Community [04.21.14]
An independent game developer writes about the dangers of crunch, the wonder of flow and his path from recovery to burnout.
Console/PC, Indie, Production

It's been 25 years since Nintendo first released the Game Boy  
by Alex Wawro [04.21.14]
Nintendo released the original Game Boy in Japan on April 21, 1989, which means that a ton of 25-year retrospectives and tributes to the little brick have been published. Here's one worth reading.
Console/PC, Design, Production, Business/Marketing, Video

Reflections on an indie failure: A StarLicker postmortem 10
by Gamasutra Community [04.21.14]
"StarLicker was an unsuccessful game in almost every way imaginable. We made a lot of mistakes on this project, but through this process, our skill as game developers improved dramatically."
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Console/PC, Indie, Serious, Design, Production, Business/Marketing, Exclusive, Video

Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault, GDC

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: How DevOps can impact the experience of free-to-play games  
by Gamasutra Community [04.18.14]
"There are a host of technical issues that can -- and will -- undermine the player experience, even in the best-designed games."
Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Rebranding beta testing with Baldurís Gate: Enhanced Edition  
by Gamasutra Community [04.18.14]
"A massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for testing. How do you make sure the patch is stable before releasing it?"
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Understanding the successful relaunch of Final Fantasy XIV Exclusive 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot Square Enix's failed MMO into an all-new project.
Console/PC, Design, Production, Business/Marketing, Exclusive

Developing Bioshock, 'everyone had something to prove' 3
by Alex Wawro [04.17.14]
Eurogamer has published an excellent behind-the-scenes look at the development of Bioshock that includes interviews with lead team members like Jordan Thomas, Paul Hellquist and Ken Levine.
Console/PC, Design, Production

Getting your Unity game on Vita with Unity for PSM 10
by Gamasutra Community [04.17.14]
You can now publish Unity games directly to Sony's PlayStation Mobile -- which means publishing on Vita. But... how do you do it? This post explains.
Console/PC, Indie, Programming, Production

Can Zynga change? FarmVille 2 launches on mobile today 5
by Christian Nutt [04.17.14]
Zynga needs FarmVille 2, which launches today, to become its crown jewel on mobile -- but is that possible? Gamasutra's Christian Nutt speaks to the developers to find out.
Smartphone/Tablet, Design, Production, Business/Marketing

Richard Garriott launches a dev contest (but there's a bit of a catch) 23
by Alex Wawro [04.16.14]
Richard Garriott wants a modern-day port of his teletype RPG D&D #1, and to get it he's asking developers to compete to see who can port it best.
Console/PC, Indie, Production, Business/Marketing

Choice Chamber an uncommon mix of new ways to fund and play games Exclusive  
by Alex Wawro [04.16.14]
Gamasutra caught up with Mike Molinari to learn more about how the burgeoning notoriety of his Kickstarter campaign for Choice Chamber has affected its development.
Console/PC, Indie, Production, Exclusive, Video

School of Dragons postmortem: Juggling PC and mobile dev on an MMO  
by Gamasutra Community [04.16.14]
An in-depth look back at the development of School of Dragons, with an eye toward production process and live services -- and challenges hit when the game changed platforms during development.
Programming, Design, Production