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August 14, 2020
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Updates » Production
Video: How King's attempt to implement Pixar's brain trust model went wrong  
by Staff [07.30.20]
In this GDC 2018 talk King's Stephen Jarrett and Bob Woodburn explain how King tried to implement a similar system to Pixar's Brain Trust called the Product Champions -- and how it all went wrong.
Social/Online, Smartphone/Tablet, Production, Video, Vault

Blog: Has your game got 'juice'? (& more!)  
by Simon Carless [07.30.20]
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)
Console/PC, Indie, Design, Production

Private Division signs publishing deals with Ori dev Moon Studios and others  
by Chris Kerr [07.30.20]
Take-Two Interactive's publishing label Private Division has signed three new publishing deals with developers Moon Studios, Roll7, and League of Geeks.
Production, Business/Marketing

Blog: Using emergent systems to improve interactive storytelling 9
by Gamasutra Community [07.29.20]
In this post I point out narratological limitations within games and suggest possible solutions, based on my research and my experimental project Fabula Persona.
Console/PC, Design, Production

Analysis: Xbox Demo Fest blasts off 1
by Simon Carless [07.27.20]
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)
VR, Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: StarCraft II and the art of single-player storytelling 17
by Staff [07.27.20]
Writer Tom Cross parses out the complex blend of narrative and gameplay elements in StarCraft II for Gamasutra -- how are the characters and conversation related to the gameplay, and does it work well?
Console/PC, Production

Huuuge Games has acquired Bow Land developer Double Star  
by Chris Kerr [07.27.20]
Huuuge Games has acquired Finnish games studio Double Star for an undisclosed fee, according to GamesIndustry.biz.
Smartphone/Tablet, Production, Business/Marketing

Deep Dive: The powerful debugging features of Yacht Club Games' Shovel Knight 5
by Gamasutra Community [07.27.20]
Yacht Club Games' David D'Angelo dives deep into the development tools and tricks that rapidly bring their games from concept to reality.
Indie, Programming, Production

Blog: Stay at home development and family management  
by Gamasutra Community [07.24.20]
Randy Forsyth gives us his true family and parenting stories as a stay at home professional full time game developer.
Production

EA's strategy for remastering Command & Conquer 1
by Bryant Francis [07.24.20]
Learn some of the challenges Electronic Arts faced when remastering Command & Conquer.
Console/PC, Design, Production

Don't Miss: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.23.20]
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, Design, Production

A complete 'game discovery' primer: 12 links to increase your discoverability factor  
by Simon Carless [07.21.20]
I’ve picked out around ten of the most ‘universal’ articles around how people find your game - thosethat will stand out in a few months (or maybe years!), and themed them for your pleasure.
Console/PC, Indie, Design, Production, Business/Marketing

Get practical tips on jumpstarting your creativity & career at GDC Summer  
by Staff [07.21.20]
Staying motivated and finishing projects is key to being successful, and at GDC Summer next month you'll get practical advice to help you do just that!
Console/PC, Indie, Production, GDC

Lovestruck dev Voltage defends conduct following writers strike  
by Chris Kerr [07.21.20]
Lovestruck developer Voltage has defended its conduct after its writing team went on strike over poor working conditions and unfair compensation.
Smartphone/Tablet, Production, Business/Marketing

Deaf accessibility in video games  
by Gamasutra Community [07.21.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production

Help needed: what's the real Steam reviews/sales ratio? 2
by Simon Carless [07.20.20]
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it for?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The writing team for Voltage's Lovestruck is on strike over pay, working conditions  
by Alissa McAloon [07.17.20]
"We want to see our hard work and commitment to authentic storytelling given the value it deserves."
Smartphone/Tablet, Production

Crossfire dev Smilegate opens Barcelona studio to develop triple-A projects  
by Chris Kerr [07.17.20]
South Korean developer Smilegate has opened a new studio in Barcelona that will focus on triple-A game development.
Console/PC, Production, Business/Marketing

Stadia's 'Click To Play' - the future?  
by Simon Carless [07.16.20]
Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides...
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Game composers and the importance of themes - Part 2 3
by Gamasutra Community [07.16.20]
The second instalment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference.
Audio, Production