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August 30, 2015
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August 30, 2015
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Updates » Production
Postmortem: A story-driven roguelike, Sproggiwood 2
by Gamasutra Community [05.28.15]
"Conquering a rival civilization -- and concealing your imperialist intentions in rhetoric -- is a difficult task. Likewise is developing a mechanically novel, thematically rich hybrid game."
Console/PC, Indie, Design, Production

Getting metroidvania Environmental Station Alpha into the world 1
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Console/PC, Indie, Design, Production

Apple to release full Apple Watch SDK this fall, with beta soon 1
by Christian Nutt [05.27.15]
Apps have yet to wow reviewers and early adopters, but a new and improved SDK for the device will be released as a beta in early June.
Smartphone/Tablet, Programming, Production

Come to GDC Europe and learn how Bohemia nabs DayZ cheaters  
by Staff [05.27.15]
Make time to attend GDC Europe 2015 this August and learn how Bohemia Interactive fought back against cheaters during development of its hit Early Access title DayZ.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing, GDC, GDC Europe

Indie studio lessons, from the developers of Hatred 3
by Gamasutra Community [05.27.15]
His game may be controversial, but this interview with Destructive Creations CEO Jaroslaw Zielinski offers a perspective on running a start-up PC studio under scrutiny.
Console/PC, Indie, Production, Business/Marketing

Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained 2
by Christian Nutt [05.26.15]
Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Console/PC, Indie, Production, Business/Marketing

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Console/PC, Indie, Production

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Learning a lot, fast by jamming in VR 1
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing

Tackling mental illness in game design: A Vanishing Point postmortem  
by Gamasutra Community [05.22.15]
A tough task: Representing mental illness with respect and relevance. "Vanishing Point lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
Console/PC, Indie, Production

Starting up a game business: Contemplating processes 4
by Gamasutra Community [05.22.15]
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
Smartphone/Tablet, Production

Get a job: Monolith is hiring an experienced Project Manager  
by Staff [05.21.15]
The studio responsible for the award-winning Middle-earth: Shadow of Mordor are looking to hire a senior-level project manager to work alongside the team in Kirkland, Washington.
Console/PC, Production, Recruitment

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Core Labs Game Accelerator looking to mentor and fund indie devs  
by Christian Nutt [05.20.15]
Most accelerators aim at pure app startups or at casual, mobile studios -- but the Core Game Accelerator wants to give you money to make a "core" game.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: The first 8 months - going free-to-play 3
by Gamasutra Community [05.20.15]
Experienced console devs go indie, go mobile, make their dream game, get featured by Apple, and decide to go free-to-play. The stats and thoughts behind the journey and decision.
Smartphone/Tablet, Indie, Production, Business/Marketing