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April 28, 2015
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April 28, 2015
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Updates » Production
Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Remembering LucasArts' groundbreaking Maniac Mansion 6
by Frank Cifaldi [03.30.15]
Ron Gilbert shares an "odd collection of memories" about the making of 1987's Maniac Mansion, the influential point-and-click adventure that began what many consider a golden era at Lucasfilm Games.
Console/PC, Design, Production

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Don't Miss: Successful principles of an indie game bottom feeder 46
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Console/PC, Indie, Design, Production, Business/Marketing

Gabe Newell shares how a flat structure helps Valve succeed 10
by Christian Nutt [03.25.15]
In an email exchange, the co-founder of Valve explains exactly why its flat structure works well, and how he hopes to take a more active role now that it's matured.
Console/PC, Production, Business/Marketing

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [03.25.15]
In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind.
Console/PC, Programming, Design, Production, Exclusive

Don't Miss: How Sony's Net Yaroze ignited indie console development 6
by John Szczepaniak [03.24.15]
This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world's earliest hands-on game dev programs.
Console/PC, Indie, Programming, Design, Production

Blog: The crunch question 30
by Gamasutra Community [03.24.15]
"Does crunching make a game better? Or is it just what it takes to make a game on time? Teams can work just as hard on a failure, or get extension upon extension and still ship a shit game."
Console/PC, Production

Video: Building guns to drive the Counter-Strike: GO economy  
by Staff [03.23.15]
Speaking at GDC 2014, Valve's Bronwen Grimes describes how the Counter-Strike: Global Offensive team figured out what kinds of content players would pay for, then created it with just 2 artists.
Console/PC, Design, Production, Video, Vault

What it takes to be an indie dev mom 19
by Gamasutra Community [03.23.15]
"I am a mom. I have two beautiful sons. am also the CEO of Finji. I contribute to design, handle the finances, legal, console partnerships, and monitor and co-mentor our Partner Publishing projects."
Indie, Production, Business/Marketing

Content rating guide for game devs: Mobile vs. console 2
by Gamasutra Community [03.23.15]
A blog written "to pass along some of the hard-won age-rating knowledge we’ve recently accumulated to any other game developers considering taking their games to console."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Testing in a Scrum team  
by Gamasutra Community [03.23.15]
"I will discuss what types of testing I think should be done by a Scrum team, and what types could be done by someone outside of the team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Cliff Bleszinski's game developer flashcards 89
by Cliff Beszinski [03.20.15]
Boss Key founder and Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies game developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Being a responsible (and successful) Early Access developer Exclusive 3
by Phill Cameron [03.18.15]
We look into the considerations and responsibilities involved in running and maintaining a successful Early Access game.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing