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Video: Breaking down the seven-year development of Antichamber

Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014. …


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Atari, Human Head resume development of shooter Minimum

Atari has partnered with Prey developer Human Head to resurrect Minimum, a free-to-play online shooter presumed lost following the closure of its creator TimeGate Studios.

Announced last year, Minimum is a third-person shooter with strategy and…
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CCP puts an end to World of Darkness development

According to an article by Eurogamer, CCP has decided to cease development of their sandbox vampire-themed MMO World of Darkness.

The game was originally announced in 2010, and has had a pretty shaky development history since then, with rumors of layoffs and development standstills. Eurogamer has now reported that 56 members of the development team have been laid off, with the remaining members having moved on to EVE Online.

The reasons behind CCP’s decision are not too clear, but a spokesperson for the company commented that they “dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short”.


That VideoGame Blog

That Dragon, Cancer documentary follows a year of development, heartache

Thank You For Playing is a documentary about the development of That Dragon, Cancer, the low-poly adventure game from Ryan Green. The game tells the Green family’s heart-wrenching story as their young son, Joel, battles terminal cancer. Joel died in…
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Learn About The Development Process Behind Ghost Recon Phantoms

In anticipation of Ghost Recon Phantoms, Ubisoft's free-to-play online multiplayer shooter, the developers has begun a series of video diaries entitled Ghost Recon Phantoms: The Journey. Two video diaries will be released each week on Ubisoft's YouTube page through April. The initial two videos were released today, and can be seen below.

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To clear any confusion, the game was known as Ghost Recon Online during its beta, and has now been re-branded as Ghost Recon Phantoms. Ghost Recon Phantoms releases on PC and Steam on April 10th. 

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Vlambeer’s Performative Game Development – the way of the future

Vlambeer discusses their take on “performative development” – transparent, fan-friendly development in front of a livestreamed, early access audience. …


Gamasutra News

Blog: The next phase of indie game development will be powered by collaboration

“All this means is that more developers, instead of toiling in seclusion, will join their efforts with others with similar goals in order to make, market, and sell games.” …


Gamasutra News

End of Nations development halted

Development on End of Nations has officially stopped. Trion Worlds first halted the game in late 2013, recently telling Video Gamer it is “currently focusing the company’s energy and creativity on Rift, Defiance, Trove, ArcheAge, and some new…
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Blog: A brief history of video game development

“Recently an iOS game was released called Star Trux. The game itself is really good, but what is most fascinating about Star Trux is the 35-year story of its making.” …


Gamasutra News

Peek Behind The Scenes Of The Last Of Us’ Development

Sony and Naughty Dog have shared two behind the scenes videos from The Last of Us. The entirety of the nearly hour and a half long “Grounded” documentary and a significantly shorter look at the recent Left Behind DLC are available now.

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“Grounded” takes viewers through the process of creating The Last of Us from scratch. In the video, you hear discussion about what makes working with a new IP so challenging and how Naughty Dog approaches its organization to cultivate creativity.

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“From Dreams” is a nine-minute video that explores the relationship between Ellie and Riley and why it was so important to explore Ellie’s past. You can check out our review of The Last of Us (which was Game Informer’s Game of the Year for 2013) here. Our review of the Left Behind DLC is available here.

 

Our Take
I always prefer to watch behind the scenes videos after a game is out (and I’ve finished it). I don’t have a touchstone with work I’ve not fully experienced, and while it can be interesting to hear about mechanics and features before, you can’t really contextualize process until after. Carve out some time for these two videos. 

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