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Best practices for VR, from seven devs working with the Oculus Rift. Best practices for VR, from seven devs working with the Oculus Rift By Kris Ligman Gamasutra's Kris Ligman speaks with seven leading developers who are making games for the Oculus Rift VR goggles, as part of our Advanced Input/Output Week.

Best practices for VR, from seven devs working with the Oculus Rift

With the Oculus Rift serving as the forerunner in a new wave of interest in virtual reality technologies for games, Gamasutra sought out several developers who had managed to get their hands on a development kit -- and ask how their projects are coming along. David Frampton's Blog - Postmortem: The Blockheads. Postmortem: The Blockheads By David Frampton on 10/12/13 12:32:00 am The Blockheads is an exploration/mining/crafting massive world sandbox game released for iOS in January 2013 and only just launched for Android.

David Frampton's Blog - Postmortem: The Blockheads

To date it has had over 7 million downloads on iOS, and has a passionate and growing fan-base, rarely dipping below 100,000 daily active users since its launch 9 months ago. 'Imagination is the Only Escape' looks at the Holocaust through a child's eyes. World War II has been a staple setting for military shooters for years, dating back to seminal hits like John Carmack's Wolfenstein 3D.

'Imagination is the Only Escape' looks at the Holocaust through a child's eyes

But a game that looks at the events of the Holocaust through the eyes of a child isn't something you see very often. In 2008, Luc Bernard made headlines with a title called Imagination is the Only Escape, a proposed Nintendo DS game that saw a young boy escape the horror of the Holocaust through fantasy. Imagination was never released, but five years later Bernard is returning to the idea with a crowdfunding campaign aimed at finally bringing it to market. The game stars a young boy named Samuel during the Nazi occupation of France in 1942. When players buy your game before it's done: Expert tips on alpha funding. On the face of it, alpha funding sounds like a relatively easy-to-implement ride.

When players buy your game before it's done: Expert tips on alpha funding

You develop part of your game, you put what you've created onto the internet with a price tag, and then use the money that comes in to fund the rest of the game's development. The Castle Doctrine. Portal 2 Level Design: Creating Puzzles to Challenge Your Players. Portal was one of the most distinctive puzzle games of the past few years, and its sequel Portal 2 showed us that lightning can strike twice.

Portal 2 Level Design: Creating Puzzles to Challenge Your Players

A little less than a year ago, Valve made waves once again by introducing a simple yet powerful level editing tool in Portal 2 itself. In this article I'm going to discuss how to design great puzzles that will challenge your players. Thinking With Portals Designing levels for Portal 2 is very different to designing levels for other games. Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games. A History of Matching Tile Games Jesper Juul Juul, Jesper.

Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games

Small teams and big ideas are key to Gree's new 'G-Lab' Tokyo, Japan-based Gree is a bona fide mobile game giant nowadays.

Small teams and big ideas are key to Gree's new 'G-Lab'

And sometimes, giants need some extra motivation to get them to move them into new directions. Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games. Peter Molyneux Dissects Telltale's The Walking Dead With Its Writer - Features. Auntie pixelante › level design lesson: to the right, hold on tight. (also in spanish, french, portuguese and korean.) much of the following is informed by friend and comrade jeremy penner’s breakdown of design trends in super mario bros. for further reading, see his “breaking the law of miyamoto” in the gamer’s quarter issue seven. i’m also indebted to eric-jon rossel waugh for the metaphor of verbs.

auntie pixelante › level design lesson: to the right, hold on tight

“mario jumps into a block.” “mario jumps onto a goomba.” “mario jumps on top of a pipe.” “mario jumps across a pit.” this is why almost all of the doors in metroid are opened by gunfire, even though i’ve never encountered a door i had to shoot to open: samus aran, having a gun for an arm, interacts with her world primarily by shooting. it makes sense, within the context of that game, for doors to open upon being shot. the big question of level design – and i mean that every level design lesson i ever write will be a response to this question – is: how do i teach the player these rules?

Significant Bits. MMObility: Are Glitch's Feats smart design or mindless grind? Live events are a funny thing.

MMObility: Are Glitch's Feats smart design or mindless grind?

Ex-Valve hardware expert shares uncommon look inside the company. Jeri Ellsworth is a woman with a considerable resume.

Ex-Valve hardware expert shares uncommon look inside the company

An entrepreneur and self-taught computer chip designer, she's best known for developing the Commodore 30-in-1 emulator and for her technical articles for building DIY electronics. She was also among Valve's early 2012 hardware hires, but was fired in February of this year. Now in a new video interview with Jenesee Grey of the Grey Area Podcast (above; beginning at 11:15), Ellsworth paints her former employer in a complicated light, casting doubt on the "flat management" structure Valve boasts, saying that the company is in actuality more hierarchical than it appears. The Psychology Behind Steam’s Summer Sale. Summer is here! Time to pump up your video game backlog until it’s bloated, gurgling, and making vaguely taunting motions from over in the corner. In other words, the Steam Summer Sale has begun. I just bought Hotline Miami, Fez, and The Swapper for like 14 cents while typing that.

Like last time, Steam is offering discounted digital downloads in the form of daily sales that change every 24 hours, plus “flash deals” that change every 8 hours. The reality of developing web games with Flash, HTML5 and Unity. The reality of developing web games with Flash, HTML5 and Unity Update: Lots of new links added at the bottom and feedback from comments inserted into the article body.

Today was a black day for Flash developers world-wide. Adobe announced it will drop Flash support for mobile browsers. 5 Simple Techniques To Add Polish To Your Game - Jesse Freeman - Microsoft Technology Evangelist Focusing On Windows 8 Game Development. Building games is not really that difficult once you have a few under your belt but it’s the last 10% that will usually give you the hardest time.

So many games have probably been abandoned simply because the list of things needed to get it ready for publishing seem monumental. Usually this comes down to cleaning up the artwork, building out UI and performance issues that are hard to track down. Orcun Nisli's Blog - The Path to Monochroma: Platformer Design Elements. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

Monochroma, a cinematic puzzle-platformer game, is the first big project out of Nowhere Studios and has been in development for 18 months. As the creative director and designer, it was my job to search for articles that could help us understand the core gameplay mechanics in pre-production. However, I couldn’t find materials that focused solely on puzzle-platformers. Knack Devs Created PS4 Jumbo Controller To See How Kids Play. Veteran game designer Mark Cerny, who's also lead architect on the PlayStation 4's hardware, says he faced a decision in 2008. Should he continue to develop games or focus solely on hardware design? Respecting the player's wallet. Ramin Shokrizade's Blog - The Top F2P Monetization Tricks.

Game Design: Splash Screen - Jesse Freeman - Microsoft Technology Evangelist Focusing On Windows 8 Game Development. Welcome to a new series I am working on which breaks down my latest game, Super Jetroid, and goes into detail on how each part works. I have designed this new series to be as platform agnostic as possible. While the game was built using ImpactJS and the code I post will be JavaScript, I want to focus on the big picture concepts of how I think through my coding problems so you can incorporate the same principles in your own games no matter what the language is.

To get started I wanted to talk about Super Jetroid’s splash screen which is a critical entry point into the game. The splash screen is the first thing your player interacts with when they launch your game.