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December 21, 2014
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December 21, 2014
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Updates » Production
Blog: Everybody is stupid in some respect, or why game music sucks 38
by Gamasutra Community [11.12.14]
"Programming is hard, sound and music are hard. They're hard in different ways. If you don't think they're hard, you've never had to produce something genuinely good in those fields."
Console/PC, Smartphone/Tablet, Indie, Audio, Production

Horror game design can be scary 18
by Gamasutra Community [11.12.14]
"We are still confident this game will turn out to be something special; we have to bury some old skeletons in the ground and refresh the game with some clear goals."
Console/PC, Indie, Design, Production

Looking back at XBLIG: The do-it-yourself console marketplace Exclusive 13
by Christian Nutt [11.12.14]
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them.
Console/PC, Indie, Programming, Production, Business/Marketing, Exclusive

Don't Miss: How 343 earned its stripes making Halo 4 13
by Kris Graft [11.11.14]
As Halo briefly returns to the zeitgiest, read this classic feature about Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development began.
Console/PC, Design, Production

Offering Early Access with Google Play Beta 7
by Gamasutra Community [11.11.14]
"About a month before launch, we created the public beta group, and opened up invitations to our social media followers. Within a few days we had about 500 Android testers in the group."
Smartphone/Tablet, Programming, Production, Business/Marketing

Setting realistic deadlines 13
by Gamasutra Community [11.10.14]
"The backlog's been growing faster than I have been completing them. So the software is telling the truth: Based on your past performance, you will never finish this project."
Console/PC, Indie, Production

Creating valuable information with testing 1
by Gamasutra Community [11.10.14]
"Only create information artifacts when the value of the artifacts is higher than the cost of creating them. Always strive to create information artifacts that are as cost efficient as possible."
Console/PC, Smartphone/Tablet, Production

How you can use Skype for playtesting 2
by Gamasutra Community [11.10.14]
"Seeing the person play will offer clearer feedback on where people get stuck, how they get stuck, what they don't understand and how do they do not understand it."
Console/PC, Indie, Production

Don't Miss: A postmortem look at how Blizzard built Diablo II 3
by Erich Schaefer [11.07.14]
Diablo II executive producer Erich Schaefer details what went right -- and wrong -- during development of what became one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Coming to grips with testing your game, as an indie 7
by Gamasutra Community [11.07.14]
It's too dangerous to not test your game with players. "Being stuck back in the denial stages of believing self-testing is possible means pushing out work that is ready to blow up or be dead-on-arrival."
Console/PC, Smartphone/Tablet, Indie, Production

Get a job: Petroglyph Games is hiring a Producer  
by Staff [11.06.14]
Grey Goo developer Petroglyph Games is looking for a producer to work on a new project alongside the team in its Las Vegas studio.
Console/PC, Production, Recruitment

Charting Adrift's journey from concept art to publishing deal  
by Alex Wawro [11.04.14]
Adam Orth and the rest of the core Adrift development team share what they learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, GDC Next

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

'Reclaiming my soul', or 'Why I quit making free-to-play mobile games' 20
by Kris Graft [11.04.14]
Telltale Games producer Caryl Shaw told an audience at GDC Next today about how she was able to "reclaim her soul" by quitting free-to-play mobile games and head back to the triple-A development industry.
Social/Online, Smartphone/Tablet, Design, Production, GDC Next

See how third-party developers can make your game better at GDC  
by Staff [11.04.14]
No matter how good your game is, CCP Games technical designer Blok-Andersen is betting it could probably be improved if you opened it up to third-party developers. At GDC 2015, he'll show you how.
Console/PC, Social/Online, Indie, Production, GDC

Getting started with mobile game localization 1
by Gamasutra Community [11.04.14]
A quick list of six things you need to keep in mind before launching into localizing your game: "mobile game localization is not rocket science... but there’s still some work that needs to be done."
Smartphone/Tablet, Production, Business/Marketing, Mobile Games

How I learned to love being a mobile developer 11
by Gamasutra Community [11.04.14]
A console dev's journey to mobile games: "I realize now that I have the chance to entertain, to reach the biggest audience ever, and to craft game experiences for them."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

How 17-Bit survived cross-platform dev on Skulls of the Shogun 2
by Alex Wawro [11.03.14]
The engineering wizard who helped make cross-platform multiplayer possible on Skulls of the Shogun runs down some of 17-Bit's big challenges in launching the game across XBL, PSN, Steam and mobile.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

We Built Glitch City: Lessons learned by LA's indie dev collective 4
by Alex Wawro [11.03.14]
A group of L.A.-based indie developers have gained more than they ever thought they would by uniting to form Glitch City, a development collective they jokingly refer to as the "indie Voltron."
Indie, Production, Business/Marketing, GDC Next

Don't Miss: Postmortem - McMillen and Himsl's The Binding of Isaac 26
by Edmund McMillen [11.03.14]
How did a game destined for failure become a cult smash? Edmund McMillen (Super Meat Boy) discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Programming, Art, Design, Production, Business/Marketing