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September 18, 2014
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September 18, 2014
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Updates » Production
The hilarious success story of Goat Simulator 1
by Leigh Alexander [08.12.14]
Coffee Stain Studios' Armin Ibrisagic shares the success story of Goat Simulator, and how a joke concept -- and a goat asset bought on sale from the internet -- led the studio to surprise success.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, GDC Europe

PlatinumGames broadens its horizons... With a licensed game? 4
by Christian Nutt [08.12.14]
The studio that created original games like Bayontta and The Wonderful 101 -- and reimagined Metal Gear Solid as an action game -- now faces the challenge of adapting a cartoon for a Western publisher.
Console/PC, Production, Business/Marketing

Blog: The advantages of the episodic model 4
by Gamasutra Community [08.11.14]
"Developers interested in harnessing this model should look at how to break their project up into episodes as early as possible to identify changes in pacing, storytelling and development cost structure that such a move may require."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Aiming for 100% independence 6
by Gamasutra Community [08.11.14]
"The indie has to conquer one more thing to be called a hundred percent independent, and that is taking control of their discoverability."
Indie, Production, Business/Marketing

Gamasutra's GDC Europe coverage starts today!  
by Kris Graft [08.11.14]
GDC Europe 2014 is underway! Donít miss Gamasutraís live coverage of the event, which takes place in Cologne, Germany this week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Blizzard is hiring a QA Analyst  
by Staff [08.08.14]
The house responsible for Hearthstone and Heroes of the Storm are looking for a quality assurance analyst to join the team at Blizzard's Irvine, CA headquarters.
Console/PC, Production

Q&A: Broken Sword creator reflects on the industry's evolution Exclusive  
by GDC Staff [08.08.14]
We sit down with Broken Sword creator Charles Cecil to talk about how the industry has changed in the past two decades -- and what developers can learn from his experience.
Console/PC, Design, Production, Exclusive, GDC Europe

Blog: Happiness in game development - Why try? 14
by Gamasutra Community [08.08.14]
"And then I remembered: seeking authentic, lasting happiness does not mean youíre a douche bag. In fact, it likely means the opposite."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Video: David Cage explores the challenges of using virtual actors 2
by Staff [08.08.14]
The veteran game maker expounds on the future of games as art in this GDC Europe talk on the visual techniques used to create Quantic Dream's Beyond: Two Souls.
Console/PC, Design, Production, Video, Vault

Mobile game development: Native or not? 4
by Gamasutra Community [08.08.14]
Roei Livneh, CEO of cross-platform mobile engine provider Gingee, takes a look at whether you want to go with a native app or tech that can run on any device -- from programming, production, and even biz perspectives.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Mobile Games

Why I've said goodbye to mobile in favor of PC 201
by Gamasutra Community [08.08.14]
"I am fed up with the whole mobile/tablet gaming market. Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

How Blizzard makes games like Diablo III Exclusive 20
by Christian Nutt [08.08.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

Blog: A little more about outsourcing... 4
by Gamasutra Community [08.07.14]
Junxue Liu, CEO of art outsourcing company Novtilus, shares some info and insights into how outsourcing works and what it's like to be on the other side of the equation.
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Mixamo's Fuse makes modeling people easier with Kinect v2 support 2
by Alex Wawro [08.07.14]
Mixamo's 3D character-modeling software now supports importing and editing models generated by the Kinect 2.0, making it easier for developers to replicate real people as in-game avatars.
Console/PC, Art, Production

Being a better client: How developers can help vendors over-deliver  
by Gamasutra Community [08.07.14]
"As a game developer, itís easy to overlook what else you can bring to the table other than signing the checks. In fact, as a client, you can take several steps to help your service providers help you."
Console/PC, Programming, Art, Production, Business/Marketing

Get ready: GDC Europe 2014 kicks off next week  
by Staff [08.07.14]
The 2014 Game Developers Conference Europe kicks off next week, so we're taking a moment to highlight some of the events and guidelines you'll want to know about before you get to the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Games and colorblindness: A quick guide 11
by Gamasutra Community [08.07.14]
"Colorblindness settings come into play when information is vital and the player needs to be able to quickly differentiate two colors." Want to help everyone enjoy your game? Here's how.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Production, Business/Marketing

GDC Next adds talks on indie marketing and finding your biggest fans  
by Staff [08.06.14]
GDC organizers debut talks from industry veteran Simon Cox and Super Comboman developer Justin Woodward for the future-focused GDC Next show, which will be held in Los Angeles this November.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next

Get a job: Gearbox seeks to hire a Release Engineer  
by Staff [08.06.14]
The studio responsible for Borderlands 2 and the upcoming Battleborn needs an experienced engineer to work on the Release Engineering team in its Plano, TX office.
Console/PC, Production, Recruitment

Library of Congress discovers unreleased Duke Nukem game 2
by Alex Wawro [08.06.14]
Archivist David Gibson has discovered the source code for the unreleased PSP version of Duke Nukem: Critical Mass while cataloging materials for the library's Moving Image section.
Console/PC, Design, Production