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April 21, 2015
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April 21, 2015
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10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Benchmarking HTML5 performance on consoles, phones, and browsers 2
by Gamasutra Community [03.31.15]
"Is HTML5 capable of branching out into our living rooms? To sit alongside Master Chief, Mario, and Sonic, providing gameplay snacks whilst that latest patch for your favorite game is downloading?"
Console/PC, Smartphone/Tablet, Indie, Programming

Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Console/PC, Indie, Serious, Design, Business/Marketing, Video

Raptr grabs $14 million in new funding, launches Plays.tv video service  
by Christian Nutt [03.31.15]
From a gaming social network to a Twitch competitor? The company has grabbed new funding as it expands its offering -- and Gamasutra speaks to founder Dennis Fong.
Console/PC, Business/Marketing

Today's the day Sony shuts down PlayStation Home for good 1
by Alex Wawro [03.31.15]
After nearly seven years, Sony is shutting down its PlayStation Home virtual world for good across all territories -- though the company shut off PlayStation Home revenue for developers some time ago.
Console/PC, Business/Marketing

Don't Miss: Axiom Verge creator discusses Metroidvania design Exclusive 1
by Christian Nutt [03.31.15]
Axiom Verge developer Tom Happ digs into how and why he went about designing his game as a love letter to the genre pioneered by Super Metroid, and what room remains for other designers to explore.
Indie, Design, Exclusive

Developing for Pebble: Squeezing an RPG into 25kB 3
by Gamasutra Community [03.31.15]
Facts and figures about developing for the popular smartwatch and the state of its games ecosystem, and a look at the creation of RPG PebbleQuest, a "labor of love."
Smartphone/Tablet, Indie, Production

Bitsummit returns to Kyoto in July  
by Phill Cameron [03.31.15]
Bitsummit, the leading independent game development festival in Japan, returns this year in Kyoto on July 11th and 12th.
Indie, Business/Marketing

Quick tips from a game dev attorney  
by Gamasutra Community [03.31.15]
In the guise of "legal spring cleaning," attorney Zachary Strebeck offers a list of suggestions of things you ought to be sure to take care of, as an independent developer.
Indie, Business/Marketing

Game jamming during a game convention  
by Gamasutra Community [03.31.15]
"Overall, it was a great experience for us. It was a great team building exercise for us. It helped us get a better feel for working together more closely and during a deadline."
Console/PC, Indie, Production, Business/Marketing

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Casual casino game studio Idle Gaming acquired by GSN Games  
by Christian Nutt [03.30.15]
Casino games are still hot in the casual industry, real-money transactions or not, as this latest purchase proves.
Smartphone/Tablet, Business/Marketing

Get a job: Be a Software Engineer for Shield Break Studios  
by Staff [03.30.15]
California's Costa Mesa-based indie outfit Shield Break Studios is looking for an engineer skilled in C++ to help with server development of their inaugural game Bierzerkers.
Indie, Programming, Recruitment

New Twine game simulates life as a AAA game writer 4
by Alex Wawro [03.30.15]
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
Console/PC, Indie, Design

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

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Console/PC, Indie, Design, Exclusive

Sunless Sea sales and funding data: From Early Access to final release  
by Gamasutra Community [03.30.15]
Rich data on the indie game: "On 1st July, we launched on Steam. Across all channels – our website, Steam and the Humble Store – we sold 28,423 copies in July. Of those, 72% were in the first week."
Console/PC, Indie, Business/Marketing

Recreating inFamous: Second Son's neon run-effect in Unity 10
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Console/PC, Smartphone/Tablet, Indie, Programming

Games, stories, and words: Can we bridge the divide in our debate? 7
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Console/PC, Indie, Design