By Nadia Oxford on Jan 5, 2012 in Game Design, Game Development, Publishing
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Video games may be fun and exciting, but that doesn’t mean they materialize out of candy and rainbows. Putting together a game is very rough work. Failure or financial ruin is always hovering over a project, not to mention worker burnout and frustration.
On the other hand, nothing ventured, nothing gained–and working through a project doesn’t have to be as perilous as navigating a minefield. A bit of preparation, foresight, and common sense goes a...
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By Nadia Oxford on Jan 2, 2012 in Game Design, Game Development, Storytelling
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When we think about the learning process behind video game development, we think about learning algorithms, animation, 3D environment design, and maybe a dash of storytelling. While that’s all extremely important stuff (no math and no art means no game), devs must also gradually learn the toughest lesson that every creative person is forced to study at some point in their lives: knowing when to let go of an idea.
Rod Humble, a former Sims developer and the...
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By Nadia Oxford on Dec 30, 2011 in Business, Game Development, Publishing
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With 2012 coming up fast, many of us are wishing and hoping for a fruitful, healthy year, preferably free of Mayan-predicted doomsdays. Conversely, in our darker moods, we think about ways in which the new year might be a soul-sucking series of struggles.
2012 is going to be a tense time for video game developers, too. The past couple of years have been volatile for the industry, and 2012 will prove no less challenging for the business thanks to some specific...
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By Nadia Oxford on Dec 28, 2011 in Game Design, Game Development, Motion Controls
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There are certain and somewhat important characteristics about the Wii U that are currently up in the air, and might not be settled until the last moments before the console’s 2012 release. We don’t know an exact release date. We don’t know a price, or much about the system’s launch lineup.
We do know that the Wii U will bring some interesting innovations to the console market. Even if the Wii U doesn’t revolutionize games as...
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By Nadia Oxford on Dec 16, 2011 in Game Design, Game Development
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The games industry is doing everything it can to appeal to the mainstream, including offering free games, social games, casual games, games that fix dinner, etc. With so many titles trying to be all things to all people, you might be tempted to look at past gaming trends and declare them dead.
Nope. The financial and critical success of games like Catherine and Dark Souls indicates that there’s still a market for niche games, and it’s a very hungry,...
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