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August 22, 2014
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August 22, 2014
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Updates » Video
Video: 17 lessons for game developers, from Vlambeer's Rami Ismail 3
by Kris Graft [07.24.14]
In a recent talk at the Gamelab conference in Barcelona, Ismail outlined (around) 17 lessons for game developers, with key takeaways like "Take business seriously" and "Don't take business seriously."
Indie, Design, Business/Marketing, Video

Video: Designing games to be impactful, not escapist entertainment 2
by Staff [07.23.14]
In this GDC 2013 talk, designer Jane McGonigal reminds developers that their games really do affect the lives of their players and gives design advice to ensure those effects are positive.
Console/PC, Serious, Design, Production, Video, Vault

Video: No more scapegoats -- Improving the public image of games 1
by Staff [07.21.14]
In this GDC 2013 panel, professor Ian Bogost joined Epic expat Mike Capps and the IGDA's Daniel Greenberg to argue against public misconceptions about games, and what we can do to counter them.
Console/PC, Indie, Business/Marketing, Video, Vault

Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Console/PC, Indie, Serious, Programming, Art, Design, Production, Exclusive, Video

Power Rangers studio goes after indie dev team over hero game 34
by Christian Nutt [07.18.14]
Saban Brands, the company that holds the Power Rangers IP, is targeting a rights-sharing deal for Behold Studios' Chroma Squad.
Console/PC, Indie, Business/Marketing, Video

Video: Rebuilding Crimewatch, EVE Online's player policing system  
by Staff [07.18.14]
In this GDC 2014 talk, CCP Games' Matt Woodward explores how "Crimewatch," EVE Online's policing and aggression management system, got into such a bad state -- and how his team went about redesigning it.
Console/PC, Indie, Design, Video

Yo-kai Watch 2 a big success for Level-5  
by Christian Nutt [07.16.14]
Second game in original franchise sells 1.3 million copies in its first week -- while the series' first game is still parked in the top 5.
Video

Video: 'Come Rain or Shine' -- A Rain postmortem  
by Staff [07.16.14]
Rain director Yuki Ikeda details the unique challenges of making a 2D puzzle game with an invisible protagonist in his postmortem talk at GDC 2014.
Console/PC, Design, Video

Video: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.14.14]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Tekken 7 is in development using Unreal Engine 4  
by Mike Rose [07.14.14]
Namco Bandai announced this week that Tekken 7, a new title in the long-running fighting series, is being built using Unreal Engine 4.
Console/PC, Business/Marketing, Video

Michael Acton Smith steps down as Mind Candy president  
by Mike Rose [07.14.14]
Michael Acton Smith has stepped down as CEO and president of Moshi Monsters company Mind Candy, as the company looks to more aggressively target the U.S. games market.
Console/PC, Smartphone/Tablet, Business/Marketing, Video

Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

A local perspective on the state of the Kenyan game industry 2
by Alex Wawro [07.11.14]
Africa-focused video producer Smart Monkey TV interviewed a few game enthusiasts in Kenya to get a better sense of how people play games in the region, and how they'd like things to change.
Console/PC, Social/Online, Production, Business/Marketing, Video

Video: Vlambeer's experience developing Nuclear Throne in public 2
by Staff [07.09.14]
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Video: Diverse voices sharing countless ideas in GDC 2012 Microtalks 1
by Staff [07.07.14]
Industry veterans like Amy Hennig, Cliff Bleszinski, and Richard Lemarchand give great, rapid-fire presentations on the theme of "Playing for Time" during the Microtalks session at GDC 2012.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Keiji Inafune turns to additional crowdfunding for Mighty No. 9 1
by Mike Rose [07.07.14]
Japanese game developer Keiji Inafune and his team at Comcept have opened a second round of crowd-funding for their upcoming platformer Mighty No. 9.
Console/PC, Business/Marketing, Video

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

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

Panoramical asks: Why can't music software be a game? Exclusive 4
by Mike Rose [07.01.14]
For David Kanaga, the composer behind games like Proteus, DYAD, and the upcoming Panoramical, some of his favorite games aren't games at all.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive, Video

Video: Make your games better with playtesting, the Uncharted way 1
by Staff [06.30.14]
Game industry veteran Richard Lemarchand, then the lead game designer at Naughty Dog, discusses the psychological concept of attention as it relates to game design at GDC 2012.
Console/PC, Indie, Design, Production, Business/Marketing, Video