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September 30, 2014
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September 30, 2014
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Updates » Production
Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Social/Online, Design, Production, Business/Marketing, Exclusive

Discovering our game's identity by losing its name 1
by Gamasutra Community [09.02.14]
"Losing the name ‘Picture This’ was a painful process, but one that’s had an enormously positive effect... we never would have considered the change has that other game not came out."
Smartphone/Tablet, Production, Business/Marketing

GDC Next reveals talks on raw game design and kid-friendly apps  
by Staff [09.02.14]
Veteran game designer Tadhg Kelly and a panel of kid-friendly app developers sign on to spice up the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Design, Production, GDC Next

Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Video: #1ReasonToBe inspires European devs at GDC Europe 2014  
by Staff [08.29.14]
GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, GDC Europe

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [08.29.14]
The house that built InFamous: Second Son is looking to hire an experienced mission designer to take a lead role alongside the team in Sucker Punch's Bellevue, WA studio.
Console/PC, Design, Production, Recruitment

Parodying Final Fantasy in a game jam: Rude Bear RPG 1
by Gamasutra Community [08.29.14]
"I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasn’t going to be a Final Fantasy parody."
Console/PC, Indie, Art, Design, Production

Making an effective tutorial 2
by Gamasutra Community [08.28.14]
How to tutorial: "Like everyone else, I hate tutorials. Eventually over several iterations, I settled on a much more decentralized tutorial system."
Console/PC, Indie, Design, Production

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 9
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The perils, opportunities, and responsibilities of Steam Early Access 2
by Christian Nutt [08.26.14]
Prominent Steam Early Access developers weigh in on the state of the service -- how it helps them make games, but how its reputation is beginning to hurt them, too.
Console/PC, Indie, Production, Business/Marketing

Don't Miss: Dirty Game Development Tricks Exclusive 19
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Get a job: Cloud Imperium Games seeks a Technical Animator  
by Staff [08.26.14]
One of the studios working on Chris Roberts' crowdfunded space sim Star Citizen needs a technical animator to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.
Console/PC, Social/Online, Art, Production, Recruitment

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Black Ops to smartphones: How an artist went from AAA to mobile 1
by Gamasutra Community [08.26.14]
"Previous experiences with projects like Call of Duty: Black Ops 2 were instrumental to helping me gain a bearing in the games industry, but ultimately offered less tangible experience when applied to mobile games."
Smartphone/Tablet, Art, Production

Forging a new reality: Bungie on Destiny's art direction Exclusive 11
by Christian Nutt [08.26.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive