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Yooka-Laylee devs: 7 biggest game design changes since the N64 era

Gamasutra - January 17, 2017 4981

Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era. ...


Video Game Deep Cuts: Switch-ed Up For Pokemaniacs

Gamasutra - January 15, 2017 4914

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more. ...


First-ever computer sports game recreated at The Strong museum

Gamasutra - January 13, 2017 4794

If you've a passion for video game preservation, take heart: a version of one of the first video games ever made, Tennis For Two, has been built and put on display at NY's Strong Museum of Play.  ...


At GDC 2017, Blizzard shares tips on designing great game rewards

Gamasutra - January 13, 2017 4783

At GDC 2017, Blizzard senior game designer Travis Day will draw on 12 years working on World of Warcraft and Diablo 3 to share some hard-learned lessons about how reward systems can guide or harm player experience. ...


Blog: Simple mechanics, complex puzzle creation - Part 4

Gamasutra - January 13, 2017 4780

Wrapping up our series investigating interesting level characteristics, we finally answer our original question: Can computer-aided puzzle design help us create fair, fun and interesting challenges? ...


Nintendo Switch official launch price, release date announced

Gamasutra - January 12, 2017 4750

On Thursday night, Nintendo offered a more detailed rundown of its upcoming Nintendo Switch console. ...


Don't Miss: How Assassin's Creed II's missions use open-world space

Gamasutra - January 12, 2017 4730

"What I find very cool about the open world in Assassin's Creed II is that the world opens up step by step, right up until the very late stages of the game. It's very different from lots of open-world games of today." ...


Pokemon Go and Inside among D.I.C.E. Game of the Year nominees

Gamasutra - January 12, 2017 4728

The nominees for the 20th annual D.I.C.E. Awards have been revealed, with Battlefield 1, Inside, Overwatch, Pokemon Go, and Uncharted 4 all in competition to be named 2016's Game of the Year. ...


Learn about applying Indigenous experiences to game design today at 2PM EST

Gamasutra - January 12, 2017 4726

There's more than one way to make game systems, and today at 2PM EST, we're talking to two developers who will be presenting at GDC 2017's Indigenous Games lightning talks panel about their work. ...


Using San Francisco as the framework for Watch Dogs 2

Gamasutra - January 12, 2017 4706

Watch Dogs 2, which takes place in the laid back Bay Area that's an actual locus of technological innovation and hacker culture, is focused on issues roiling the tech industry, like doxxing and data mining. ...


Will this asset creation method from Halo 5 help improve your next game?

Gamasutra - January 11, 2017 4684

If you're a triple-A graphics programmer looking for new tools to help your development team, Ben Laidlaw might have the answer for you at GDC 2017. ...


Video: Drawing on the untapped potential of roguelikes

Gamasutra - January 11, 2017 4683

At GDC 2015, Riot Games' Tom Cadwell discusses what game makers can learn from studying the roguelike approach to designing for mastery -- and how they can use those lessons in their own work. ...


For Suda 51, story and gameplay share a symbiotic relationship

Gamasutra - January 11, 2017 4679

Goichi "Suda51" Suda shares how The Silver Case is a perfect example of his design process to create the story of a game first and let its gameplay emerge naturally from that. ...

Blog: What kind of tools should kids make games with?

Gamasutra - January 11, 2017 4663

A look at the kinds of tools available for kids to develop games with, and an exploration of the pros and cons of each. ...


Blog: 20 things I've learned about game development

Gamasutra - January 11, 2017 4651

Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years. Here they are! ...


Don't Miss: Cheating Death: Accommodating player failure and recovery

Gamasutra - January 05, 2017 4622

We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it. ...


Unofficial Sims Online revival buckles under unexpected player counts

Gamasutra - January 10, 2017 4621

The single developer behind the unofficial revival of the defunct The Sims MMO has closed down and delayed FreeSO following launch-day demand that exceeded all expectations. ...


At GDC 2017, see how Square Enix merged fantasy with reality in Final Fantasy XV

Gamasutra - January 10, 2017 4614

At GDC 2017 Square Enix will show how "a fantasy based on reality" came to be in the real world, and how a cohesive, coherent narrative was maintained in Final Fantasy XV amid swathes of information. ...


7 introductory levels that all game developers should study

Gamasutra - January 10, 2017 4596

The beginning of a game is crucial. These seven titles all strike a great balance between helping players learn how to play and setting mood and expectations for the hours ahead.  ...


Microsoft has ended production of Platinum's Scalebound

Gamasutra - January 09, 2017 4569

Almost three years after it was officially announced at E3 2014, Microsoft Studios says it will shut down production of Platinum Games' buddy dragon game Scalebound. ...


How Final Fantasy VII conquered 3D and made history

Gamasutra - January 09, 2017 4568

After two years of work and interviews with over thirty people, Polygon has published a massive feature that documents the inception, development, and impact of Final Fantasy VII. ...