The following satirical look at game design is an excerpt from Kotaku freelancer Matthew S. Burns’ wonderful new book, Surviving the Game Industry: A Wasteland Guide, which rounds up his satirical columns from Game Developer magazine. You can get the book as part of this story bundle for anywhere between $3-$100 (it’s…
While we get little snippets here and there, for most outsiders, our knowledge of how a video game is actually made is fairly limited. Especially when it comes to how long it takes to make one.
“So what does a game designer do? Are you an artist? Do you design characters and write the story? Or no, wait, you’re a programmer?”
This weekend on Venturebeat, game industry veteran Alex St. John published a hot new contender for worst article of the decade, arguing that today’s game developers should stop whining about nonsensical ideas like, oh, “fair wages.”
Codemasters, the British publisher and developer behind the F1 and Dirt racing series, among a long list of other games, is joining forces with DriveClub’s recently shut down developer, Evolution Studios.
Like reading behind-the-scenes stories about what it’s like to make games? Good news: I’m writing a book full of them! The book, which will be published by HarperCollins in the fall of 2017, will be a compilation of stories not unlike the Destiny piece we ran in October. You’ll hear much more about it next year!
When it comes to engrossing the player into an interactive game world, the choice of perspective can have a massive impact on how gamers experience the various scenarios they find themselves in. Perspective serves as the graphical gateway into the virtual environment that players shall be exploring and shapes the way…
The simple act of jumping can make or break a 2D platformer. In the first episode of Mechanically Speaking, Game Array explores how developers balance responsiveness and fairness to the player to make these movements magical.
There’s a scene in Double Fine Adventure!, a documentary about the making of Broken Age, where designer Tim Schafer visits a mechanic to get his old Barracuda fixed.
Amazon’s releasing their very own game engine. Lumberyard, as they call it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”
Picture this. You spend years putting together a massive, ambitious RPG. After countless hours of hard work, you release your baby out into the public. Curious to see what people think, you start looking around the internet...only to see a small but vocal chunk of your fanbase wishing someone else had made your game.
Today, more people than ever before are playing video games...but most people still don’t actually understand how games are made. Even for hardcore game aficionados, game development remains fairly shrouded in mystery.
There’s an old commercial for Westwood College that’s become something of a running joke in the video game world. Two young men sit at a couch, hammering away at PlayStation controllers. A woman walks in. “Hey guys, finish testing that game yet?” she asks. “I’ve got another one I need designed.”
David Mullich tells the story.
In February of 2011, fresh off nine months of 80-hour work weeks, Jessica Chavez took a pair of scissors to her hair. She’d been working so hard on a video game—14 hours a day, six days a week—that she hadn’t even had a spare hour to go to the barber.
This is cool: The Game Developers Conference has made a whole bunch of talks from this year’s GDC available to watch for free online. There’s some great stuff in there, from classic game postmortems to modern developers talking candidly about how they made their games.
Want a sense of how tough it is to make AAA video games? Check out this Twine story/game by Matthew Burns, a veteran developer (and friend of Kotaku) who has spent a lot of time in the trenches. It's both brilliant and horrifying.
Breasts swing. They sag. They flop. They can move. Over the years, many games have tried to emulate the way breasts behave. There's even a term for it: "Breast physics."
Before I joined Gearbox Software, I worked at Destructoid as a features editor. I worked there from 2006 to 2010 and specialized in highlighting indie games and spewing vitriol at big-budget games I didn't like. It turns out there were a shitload of things I didn't know about games development.