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August 28, 2014
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August 28, 2014
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Updates » Production
Video: Designing for mystery in Kentucky Route Zero 1
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Hotline Miami's Jonatan Soderstrom on inspiration, collaboration 1
by Gamasutra Community [07.04.14]
"A lot of the ideas are based on tiny things I see in other people's games, other ideas come from paintings, movies, comics or books that do interesting things I haven't encountered before."
Console/PC, Indie, Design, Production

How Nintendo created Splatoon for the kid in all of us 9
by Christian Nutt [07.03.14]
"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."
Console/PC, Design, Production

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [07.03.14]
InFamous: Second Son developer Sucker Punch is looking to hire an experienced mission designer to take on a lead role alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Production, Recruitment

When should you pay YouTubers to play your game, and when should they pay you? 12
by Alex Wawro [07.03.14]
Should you get paid when someone produces videos that prominently feature your game? Should you pay a prominent YouTuber to play your game? Escape Goat 2 developer Ian Stocker explores the issue.
Console/PC, Social/Online, Indie, Production, Business/Marketing, YouTube

Anti-design philosophies: Quantity design 16
by Gamasutra Community [07.03.14]
"Developers are asking us to take time out of our day, focus on their game, learn their rules, and sometimes even pay them money. Those developers owe it to us to give us something of real value."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Agile: A practical point of view 10
by Gamasutra Community [07.03.14]
"If you look at the details, you can break down Agile into two separate themes, and that helped me a lot to understand the philosophy behind being 'Agile.'"
Console/PC, Production

GDC Europe 2014 reveals new talks from Epic Games and Wooga  
by Staff [07.03.14]
Senior talent from Epic Games and Wooga join the lineup of speakers exploring the art and business of making mobile games at GDC Europe 2014 this August in Cologne.
Console/PC, Social/Online, Smartphone/Tablet, Art, Design, Production, Business/Marketing, GDC Europe

Video: Building on an App Store success with Badland  
by Staff [07.02.14]
As part of the GDC 2014 Independent Games Summit, Badland co-creator Johannes Vuorinen shares what he learned developing, launching and maintaining an award-winning mobile game.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, Vault

Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog 1
by GDC Staff [07.02.14]
The Double Fine senior gameplay programmer and experienced public speaker explains her inspiration for pitching an indie-focused talk about dialog system design at GDC Europe 2014.
Console/PC, Indie, Programming, Audio, Design, Production, GDC Europe

Get a job: Turtle Rock seeks a Technical Artist  
by Staff [07.02.14]
The folks making Evolve are looking to hire a technical artist to assist with asset production and optimization for PC and contemporary console hardware in their Lake Forest, CA studio.
Console/PC, Art, Production, Recruitment

Looking back at what it felt like to launch Towerfall: Ascension 1
by Alex Wawro [07.02.14]
A new Polygon feature about Towerfall developer Matt Thorson sheds light on the game's origins and Thorson's unique development situation as a resident of the Canadian "Indie House."
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Don't simply ask for more female characters 46
by Gamasutra Community [07.02.14]
"I wouldn’t expect much from a female character that was added just for the sake of adding her... I want to see more games with female characters, but I want those characters to mean something more."
Console/PC, Indie, Design, Production, Business/Marketing

Space Colors: The iterative process 2
by Gamasutra Community [07.02.14]
How establishing a good workflow and a few design tenets can result in quick execution of a game design -- and take a game jam idea to a finished game.
Smartphone/Tablet, Indie, Design, Production

Get a job: Linden Lab is hiring a Senior Software Engineer  
by Staff [07.01.14]
The house that gave us Second Life is looking to bring on an experienced software engineer to work on core engine development in Linden Lab's San Francisco, CA office.
Console/PC, Programming, Production, Recruitment

Interchangeable he and she 14
by Gamasutra Community [07.01.14]
"Customers asked why there wasn't a gay romance option.The company wondered if a solution could be found by simply replacing all of the love interest's pronouns by the opposite gender. Would that work?"
Console/PC, Indie, Design, Production

The cofounder of Looking Glass is making a new Underworld game 3
by Alex Wawro [07.01.14]
Game industry veteran Paul Neurath (Ultima Underworld, System Shock 2) has founded a new Boston-based studio, Otherside Entertainment, and secured the right to develop a new Underworld game: Underworld Ascension.
Console/PC, Production, Business/Marketing

3 ways to add value to your internal game dev hackathon  
by Gamasutra Community [07.01.14]
"Where does one take the hackathon process from here? How can we hackathon organizers add even more value for our employees, our partners and the holy grail -- our players?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

GDC Europe 2014's 'classic postmortem' is Broken Sword  
by Staff [07.01.14]
Influential game designer Charles Cecil will be delivering a Classic Game Postmortem about the groundbreaking adventure game Broken Sword: Shadow of the Templars at GDC Europe 2014 in Cologne this August.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

What happened when African and Chinese game devs got together 14
by Gamasutra Community [07.01.14]
The story of a cross-cultural game jam in Beijing as written by one of the African participants: "the rich experience of bringing together developers from different regions of the world."
Smartphone/Tablet, Indie, Design, Production