Bedtime reading (04/24/2014)
Today, our nightly compilation includes a guide to creating a game concept, an interview with Blizzard and the Monument Valley post-mortem.
A Game Concept
Matt Powers, the current executive producer at Capcom Game Studio Vancouver, who previously had a hand in creating Spore, Godfather and the Battlefield series at EA, sketched out what the concept of a mobile game should look like especially for Gamasutra. Without revelations, but informative.
http://www.gamasutra.com/blogs/MattPowers/20140421/214272/A_Game_Concept.php
Even Hearthstone runs on Unity — and that’s why it’s already on iPad
An interview with Blizzard (more precisely, with product director Jason Chayes and producer Bryan Chang) on VentureBeat is interesting in the following facts: the game was developed on Unity, and this is what allowed it to be ported to the iPad relatively quickly; the decision to transfer the game to a mobile platform was made in the middle of production the cycle.
http://venturebeat.com/2014/04/24/even-hearthstone-runs-on-unity-and-thats-why-its-already-on-ipad/
Stairway to heaven: The making of Monument Valley
A lot of material about how Monument Valley was developed in the walls of Ustwo. It's funny, but when creating the game, its developers, first of all, focused not on Escher's work, but on the architecture of the Middle East, India and North Africa. Work on each level went in three directions at once: the puzzle was being developed, the level as an architectural structure and the graphic composition of the level. It was also thought from the very beginning that the game could be completed in 90 minutes. From the point of view of the authors, "the duration of the game cannot be equated with its quality."
http://www.pocketgamer.biz/feature/58906/stairway-to-heaven-the-making-of-monument-valley/
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