“I hate it. I absolutely hate writing,” says writer and designer Mike Bithell. “I find it frustrating, and I don’t like anything I’m doing until the last minute. It does just sound like self-deprecation, but I genuinely find it very stressful.”
– Nintendo of America chief Reggie Fils-Aime, speaking to Waypoint.The Nintendo Switch is well into its second year and we're continuing to see a rising tide of games (including lots of ports) launching on the platform each week, fanning devs' concerns that their own games will get lost in the shuffle.
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in the video game space.
– Developer of Sable Gregorios Kythreotis on the process of developing an art style for the game.
The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.
As a game dev, what do your prototypes look like?That was the premise of a question posed on Twitter last Friday by Vlambeer's Rami Ismail, and the responses which have accumulated since then offer a cornucopia of sample game/system prototypes for curious devs to study.
Speedrunning is extremely popular now, as popular streams and videos on Twitch, Youtube, and at events like Games Done Quick readily attest. But in a way, it’s always been popular.
The perennially popular game of pinball has appeared in video games in all sorts of forms, from Pinball for the NES in 1983 and the classic Sonic the Hedgehog Spinball in 1993 to Zen Studios' modern Pinball FX series.
Naomi Clark’s introduction of tabletop game developer Avery Alder, for her Practice 2018 talk, was an effusion for her trade: “We see non-digital design as a great way to prototype and jam quickly, but there are also things you can do in a non-digital space that digital games have only just begun to catch up to,” she said, describing various communal and interpersonal dimensions of tabletop play, “like the collaboration between gamemasters and emergent and collaborative storytelling that happens in these spaces.”
Newsbrief: The physics puzzler Human: Fall Flat has surpassed 4 million worldwide sales, roughly two years after the game debuted on Steam Early Access.