My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [2]
 
Maturity, Challenge, Art and Games
 
Combat Analysis: Guacamelee [1]
 
Kickstarter Fu
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 23, 2013
 
Stardock’s
Turn-based Fantasy
Strategy PC...
 
indiePub’s trifecta
of deals
 
Indie Narrative /
Strategy Game 7 Grand
Steps Will...
 
Undead Hunt available now
for Android
 
And now another message
from our good friend...
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Anguish, pain, and game creation
Anguish, pain, and game creation Exclusive
 

September 14, 2012   |   By Staff

Comments Post A Comment

More: Design, Exclusive





"It's a very creative act to remove things. In some ways, adding things can be the easy option. Everybody likes new ideas. But figuring out which to remove -- I think you talk to anyone that makes games, and this is the common basis of anguish and pain."
- David Smith, lead designer on Media Molecule's upcoming PS Vita title Tearaway, discusses how the studio went about deciding what to add (and remove) from the title.

The company's creative director Mark Healey noted that he likes to refer to this process as "focusing," with Smith adding that it's all about making sure that you know the exact game you're looking to create.

The game's tech director Alex Evans notes in addition to this, "There were a couple of features that I loved, and birthed, and felt passionate about, that were subtracted. There's a moment where you have to go through a kind of ego giving up release."

The full feature delves into the development of Tearaway with four of its lead designers and directors, and can be found on Gamasutra.
 
 
Top Stories

image
Xbox One is Microsoft's biggest play for living room domination
image
Opinion: Xbox One is a desperate prayer to stop time
image
Indies on Xbone: Where's the beef?
image
'If you're backwards compatible, you're really backwards.'


   
 
Comments


none
 
Comment:
 




 
UBM Tech