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  1. Don Daglow's 8 keys to a long career in the game industry
  2. Blog: If the game industry was on fire, would we know it?
  3. A look at the current state of video game concert tours
  4. The Division game director joins Hitman dev IO Interactive
  5. Xbox survey hints at digital trade-in scheme
  6. Blog: How strands work and why you should use them
  7. One Life Left vs Gamasutra at GDC 2016: 'The Voice' for game pitches
  8. Blog: The importance of participating in the dev community
  9. Blog: The real costs of indie iOS dev
  10. Blog: Game memories - Wanting the NES, getting King's Quest III
  11. In the wake of record-breaking attendance, GDC reveals 2017 dates
  12. Don't Miss: Where Games Go To Sleep - Our game preservation crisis
  13. Photos From GDC 2016: Highlights of GDC's 30th edition
  14. EA fails to revive free speech defense against NFL retirees' lawsuit
  15. Here's a look at the original design pitch document for Diablo
  16. Punch Club surpasses 300k copies sold -- and 1.6 million pirated
  17. Catch up on all of Gamasutra's GDC coverage right here!
  18. Get a job: Disney Interactive seeks a Lead Game Designer
  19. Disney sees 'great opportunity' in the overcrowded mobile market
  20. Report: Scribblenauts developer 5th Cell lays off staff
  21. What Asobo Studio has learned from designing games for HoloLens
  22. Video blog: The linguists behind Far Cry Primal
  23. Blog: An interview with a Resident Evil artist
  24. Gameloft profits up after 'strategic' cost cutting and layoffs
  25. Sony shuts down DriveClub developer Evolution Studios
  26. Bigpoint acquired by Chinese publisher Youzu
  27. Firewatch backer Panic Inc. recouped investment in 24 hours
  28. A talk with Digital Eel, makers of the Infinite Space games
  29. One Last Cup makes a game out of criminals' pre-heist conversation
  30. Oculus: With enough sensors and space, Rift can handle room-scale VR
  31. Blog: A 'n00b's' guide to GDC, after the actual event
  32. Don't Miss: The ultra-modern stylings of Hyper Light Drifter
  33. Report: This is the year Nintendo stops manufacturing the Wii U
  34. Get a job: Sucker Punch is hiring a Character Artist
  35. Naughty Dog shares a guided look at its Uncharted 4 production process
  36. Video: How the studio behind Bastion creates atmosphere in games
  37. Relentless opens new Welsh studio to make games based on Hasbro toys
  38. Limbo dev open-sources its Unity 5 anti-aliasing tech
  39. From app store reject to app store featured
  40. Indie devs discuss the pros and cons of Steam refunds
  41. From Total War to Assassin's Creed: Music from my GDC talk
  42. Blog: The emotional roller coaster of announcing a game
  43. Nintendo shares up as Miitomo passes 1 million users
  44. King's Defold game engine is now available for free
  45. Video: How Double Fine remastered Day of the Tentacle
  46. Blog: A hierarchy of needs for creative people (such as game devs)
  47. SCUMM co-creator digs up game design treasure trove
  48. Two decades later, Mikami recounts the origin story of Resident Evil
  49. Survey: World of Tanks is the most broadly appealing strategy game, age-wise
  50. Game devs meet toy devs: Can Jumo unlock the next phase of toys-to-life?
  51. Don't Miss: The stories behind SCUMM, one of the game engine greats
  52. Eye-tracking VR headset maker Fove nets $11M in fresh investment
  53. Get a job: The Chinese Room seeks a Lead Artist
  54. Just 1.9 percent of mobile players make a purchase, says new report
  55. Now you can access your PC's desktop in SteamVR
  56. Ark dev in legal hot water over game's origin, staff
  57. The core of Spelunky, straight from Derek Yu's new book
  58. Blog: Passion is not enough!
  59. Sony opens smartphone division, will create 'full-fledged game titles'
  60. Using Unity to create great parallax effects in a 2D game
  61. id Software co-founder John Carmack to receive BAFTA Fellowship
  62. Mario and 'self-selecting difficulty' in game design
  63. The Spiral Dance: Ice-Bound shows that books aren't out of style
  64. Adapting classic Sega Saturn games to be colorblind-friendly
  65. SOMA director on six month sales and consumer confusion
  66. Don't Miss: Creating the rich, detailed world of Samorost 3
  67. Looking back at the Dreamcast controllers that might have been
  68. Video: How the Witcher devs turn ideas into actual game features
  69. Report: Sony is prototyping a new, more powerful PlayStation 4
  70. Video: Designing a puzzle game around visualizing math functions
  71. Get a job: Be a PlayStation Gameplay Programmer at Sony
  72. That Dragon, Cancer dev on a difficult relationship with Let's Plays
  73. All the growth at GameStop is outside its game business
  74. Valve releases CAD files for Steam Controller
  75. 5 minute legal lesson for indie devs: Employees, contractors, and IP
  76. Smart calls, timing, luck, & poverty: How Rocket League succeeded
  77. VR dev resources: A big list
  78. Avoid our crowdfunding failure
  79. Classic Postmortem: Lionhead's Black & White
  80. GDC Europe 2016 announces dates and calls for papers
  81. Subterfuge was my favorite game of 2015, but I never want to play it again
  82. Oculus Rift steals Gear VR's moves, can now do the asynchronous timewarp
  83. Blog: 5 tips for teaching game design to non-gamers
  84. Get a job: Digital Extremes is hiring a 3D Environment Artist
  85. Don't Miss: How Dark Souls' multiplayer mechanics invaded other words
  86. The importance of conversation and player stories in Moon Hunters
  87. Video: How NetherRealm built Mortal Kombat's cinematic story mode
  88. Devs Answer: What are your favorite gaming Easter Eggs?
  89. GameStop: New hardware sales to shrink by 10% in 2016
  90. Using familiar objects to enhance 'the raw accessibility' of games
  91. Microsoft demos 'holoportation' 3D presence tech with HoloLens
  92. SOMA, 6 months later: Audience reactions, and sales data
  93. How one studio is building game AI to replicate a human storyteller
  94. The perks and challenges of marketing a VR game (that is also a non-VR game)
  95. Sponsored: Learn about latest in VR, AR and more at NAB Show in Las Vegas
  96. Don't Miss: Be realistic about the new VR market, says Palmer Luckey
  97. The role of animations in action game hit effects
  98. Blog: How my 9 month-old daughter taught me community management
  99. Blog: The pros and cons of procedural generation
  100. Here's how the Rift deals with games sold outside the Oculus Store
  101. Study combs through 155 Gamasutra postmortems for what went right and wrong
  102. From interactive fiction to quitting PlayStation: GDC podcast in review
  103. Get a job: Be a Senior Concept Artist for Disney Interactive
  104. Video: Designing morally difficult characters
  105. Here's what they're saying about the Oculus Rift
  106. The secrets of Oculus Rift's design: 'If it seems broken,' it's broken
  107. SNES Super Mario World turned into Flappy Bird, by code injection
  108. You've been laid off: Now what?
  109. Using the 3DS' Rhythm Core Alpha as a composition tool: A quick look
  110. Ubisoft opening triple-A production studio in the Philippines
  111. Three years of community management: Lessons learned from Guns of Icarus
  112. Miitomo gets concrete launch date in the U.S. and Europe
  113. PlayStation VR could be getting PC support
  114. The challenges of localizing a typing game
  115. 'How do you become a game designer?': GDC podcast in review
  116. Moving from NGUI to Unity UI
  117. Valve loses Australian legal battle, found guilty of breaking consumer law
  118. How I got a game on Steam without anyone from Valve ever looking at it
  119. Blog: Transparency in mechanics and game design
  120. Video: Animal Crossing: Turning a New Leaf
  121. Get a job: Be a Game Engine Engineering Director for Roblox
  122. Don't miss: A starry-eyed Palmer Luckey talks about Oculus' future in 2013
  123. The trials and technical triumphs of Obra Dinn
  124. See just how fast mobile has overtaken the rest of games
  125. American McGee's Spicy Horse studio downsizes in pivot away from F2P
  126. Blog: Why ditching mobile for PC may have saved our game
  127. How The Church in the Darkness turns real events into a dynamic story
  128. Entity interpolation in Unity 5 networking
  129. Perceiving without looking: Designing HUDs for peripheral vision
  130. VR studio lands $750,000 in funding for world-building game
  131. Any retail Xbox One can be used as dev kit starting now
  132. Why we went for a sequel, even if the original was not a hit
  133. The road to SXSW: How we showed our game, and what we learned
  134. Microsoft adds game-friendly features to Universal Windows Platform
  135. Gameloft lays out all the reasons the Vivendi takeover is a bad idea
  136. Video: World of Warcraft's network serialization and routing
  137. Don't miss: Hands-on: Looking at AR game dev through Microsoft's HoloLens
  138. Reminder: You have one day to apply to the Stugan dev accelerator camp
  139. Get a job: The University of Oklahoma is looking for a Gameplay Programmer
  140. Inside the lo-res Roguelike FPS Inspired by Canadian politics
  141. UC Irvine to launch eSports scholarships for League of Legends
  142. Report: Veteran console FPS developer n-Space shuts its doors
  143. How I coded realistic rope physics in my game
  144. Why we open-sourced 80 Days' narrative scripting language, Ink
  145. Adding visual variety using a few Photoshop-like tricks
  146. Vainglory dev and Twitch announce multi-million dollar eSports partnership
  147. Deck-builder design analysis: Epic Card Game
  148. A new challenger arrives on the eSports scene with e-commerce giant Alibaba
  149. How Japanese mobile game makers go after whales: 5 popular gacha mechanics
  150. Remedy listens to YouTubers, makes Quantum Break's licensed jams optional
  151. Don't Miss: Lessons CCP learned from EVE Online's player council
  152. From the TRS-80 to the iPhone: Comparing 40 years of device shipments
  153. Blog: Getting blinded by game industry trends?
  154. Get a job: Tripwire Interactive is hiring a Lead Designer
  155. Mable & The Wood: Expanding a prototype & wrestling with difficulty
  156. Using retail Xbox Ones as dev kits comes with significant caveats
  157. Reminder: GDC Europe 2016 call for talks closes tomorrow!
  158. Dwarf Fortress: Figuring out how to simulate the universe, one step at a time
  159. Sonic the Hedgehog has a new boss, and a new direction
  160. New Unreal update includes Paragon improvements, and language support
  161. Blog: Why I canceled my Wii U game
  162. Nintendo's Miitomo hits the top of the U.S. App Store charts, fast
  163. The basics of burst campaigns on mobile
  164. Maybe it's time to kill your game and move on: Supercell on cutting your losses
  165. Blog: Breaking Chess, but just enough
  166. Performance-critical editor tools in Unity
  167. Interpreting analog stick input
  168. Activision lays off staff at Guitar Hero Live developer FreeStyle
  169. To build a new Baldur's Gate, Beamdog had to reverse-engineer the original
  170. Don't Miss: A retrospective look at April Fool's Day in the game industry
  171. A musical journey through Jessica Curry's Rapture
  172. Capcom reorganizes to make more mobile games using its popular IP
  173. We don't get what the point of Miitomo is, but that's okay
  174. Get a job: Twisted Pixel is hiring a Gameplay Engineer
  175. Video: How Klei found success with an anti-social game: Don't Starve
  176. EVE Online's big battle proves players are the content in a sandbox MMO
  177. Devs Answer: What are the best ways to trick players?
  178. How Nintendo crushed the 1980s PC market with the NES
  179. Rez's Mizuguchi: His quest 'to make the player happy' changed his games
  180. Matters of scale in level design
  181. With finances flagging, Rovio refocuses on games as a service
  182. Xbox chief Phil Spencer quashes 'Xbox One and a half' rumors
  183. The 5 things players say they want from a mobile game
  184. HTC and Oculus struggling with pre-order problems
  185. Blog: Generating procedural chess pieces
  186. The average U.S. paying mobile game player spent $87 on F2P IAP last year
  187. Pitching games: What's worked so far
  188. Don't Miss: Deconstructing the enduring design of Dark Souls
  189. Blog: How can we really improve discoverability?
  190. ESL adds Hitbox to its roster of eSports streaming partners
  191. Need to make a great trailer for your VR game? Consider a green screen
  192. Video: Behind the scenes of designing music and sound for Hohokum
  193. New Video Game Hall of Fame finalists include Final Fantasy, Pokemon, and Minecraft
  194. Get a job: Twisted Pixel seeks an experienced Environment Artist
  195. Latest STEM Video Game Challenge opens with a new sponsor: Nat Geo
  196. Poor man's sky: Experiments with procedural character generation
  197. 7 examples of game AI that every developer should study
  198. Romance in video games
  199. Machine Zone rebrands as MZ, launches new connectivity platform
  200. Vicarious Visions co-founders depart studio after 25 years
  201. Classic Postmortem: Gas Powered Games' Dungeon Siege
  202. Vive has arrived: Let's take a closer look at room-scale VR in the wild
  203. Blog: GDC is over. Now what?
  204. Tips for improving your game's ad monetization
  205. Blog: Opening the Atari Vault and finding the heart still beats
  206. Don't Miss: Valve's tips for designing great VR game interactions
  207. Sony staffer crafts custom PS4 gamepad for player with cerebral palsy
  208. Video: Game industry all-stars reflect on 30 years of making games
  209. MechWarrior Online dev jumps into eSports with $100k tourney
  210. GDC & VRDC 2016 talks are now available to watch on the GDC Vault!
  211. Get a job: Sony seeks an experienced FX Artist
  212. Opinion: The Siege of Dragonspear drama and the video game community
  213. Players watch streams of the games they like, then buy them
  214. Quebec indies form cooperative -- with 75 studios so far
  215. DevOps in game dev: (Blameless) retrospectives
  216. How Paradox plunders history for great gameplay mechanics
  217. Rock Band 4 crowdfunding campaign fails to take flight
  218. If you suck at networking, here's how to get better
  219. Comedic sound for the game music composer
  220. Game design lenses help target your games
  221. Sponsored: Meet the company behind the P2P networking of Street Fighter V
  222. Rovio writes off 2015 as an 'expected' loss
  223. GDC 2016 in media coverage
  224. Don't Miss: How TV inspires Remedy to make games like Quantum Break
  225. Tera publisher En Masse lays off staff
  226. Survey: Video ads are the #1 way players prefer to 'pay' for mobile games
  227. Video: The things you learn from playtesting Skylanders with kids
  228. Get a job: Respawn seeks a Creature Concept Artist
  229. UK Goverment-backed eSports competition to debut alongside Rio Olympics
  230. Twitch and Faceit partner for new eSports initiative with $3.5m prize pool
  231. Guilty Gear tries something new: Preorders give arcade mode as instant bonus
  232. Beamdog vows to fix bugs and stand behind staff in new Baldur's Gate update
  233. What Square Enix Collective looks for in indie games it assists
  234. How learning League of Legends helps me understand game design
  235. Working with puzzle design through state space visualization
  236. New Oculus Launch Pad initiative has focus on 'diversity of thought'
  237. Blog: We need more arguments in the game industry. Here are my suggestions!
  238. Understanding the difference between ARPU and ARPPU
  239. How Undertale's soundtrack shapes its narrative
  240. Miitomo is not about making money; it's more important than that
  241. Telltale Publishing's latest deal brings 7 Days to Die to consoles
  242. YouTube data shows how fresh DLC makes a year-old game trendy again
  243. Don't Miss: VR game design tips and advice from Steam VR devs
  244. Accessibility in VR game design: The Fantastic Contraption approach
  245. Get a job: Be a Senior Game Developer at Glu Mobile
  246. Rocket League will now be used to teach kids important life lessons
  247. Her Story and Rapture clean up at 2016 BAFTA awards
  248. Video: Finding inspiration in the lost game designs of the TRS-80
  249. Resurrecting the RTS with Ashes of the Singularity
  250. How Hyper Light Drifter balances difficulty with fairness