Video: 10 lessons from creating an award-winning PS3 platformer
"If I've learnt one thing from making this game, it's that people love picking up shiny things," Richard Boeser shares 10 things he and Roland IJzermans learned in making the award-winning
ibb & obb.
Blog: Trapped in a plane when my Greenlight page went live
In this personal blog post, Ted Brown talks about traveling to the IGDA's Captivate conference as his Steam Greenlight page unexpectedly went live -- and dealing with the fallout.
Blog: Honor thy player's time
If there's a commandment for game development, it's this, argues Ben Serviss: Honor thy player's time. He offers suggestions on what to watch, and what to cut.
Blog: Watch me squirm as I wrestle with free-to-play
"I keep changing my mind about how to monetize my upcoming iOS game," writes Edward Brown. In this post, he explores his struggle to find a scheme that works for him.
Blog: Downplaying attacking, by teaching players self-restraint
If there's one thing players usually don't show in a combat-focused game, it's restraint. This post covers how
Shuyan the Kung Fu Princess's design teaches them to.
Video interview: Vlambeer's Rami Ismail on Nuclear Throne
Gamasutra's Mike Rose launches an experimental new video interview series where he talks to a developer while playing their game -- starting with the anticipated
Nuclear Throne.
Developers react: The #RyseFacts hashtag, and the war on crunch
What started as a hashtag about late night office dinners for the team behind Xbox One game
Ryse: Son of Rome soon snowballed into dozens of developers sounding off about development crunch.
How Tale of Tales lets creativity, collaboration rule game development
The Belgian indie duo discusses inspiration, collaboration, and freedom -- letting creativity and collaboration rule game development while leaving behind the ties to the past.
Insights into audio recording, from two voice directors
In this reprint from the November 2011 issue of
Game Developer magazine, Jesse Harlin speaks with voice directors from LucasArts and Telltale for some industry insights.
This Week in Video Game Criticism: From GTA to Salty Bet
This week, our partnership with game criticism site
Critical Distance brings us picks from Kris Ligman on topics including status of
GTA V as failed satire and the strange world of Salty Bet.
Supercell and GungHo want to dominate the Asian Android market
With GungHo and parent company Softbank
acquiring a majority stake in mobile developer Supercell, Gamasutra reached out to Supercell to learn a bit more about the nature of the partnership.
What's Next? How games-as-a-service is changing everything
'The shift to game-services is a complete rethink of what it means to make a game.' Ahead of
GDC Next, GDC spoke with Signia Venture's Dan Fiden about the future of games.
Double Fine's new space roguelike comes backed by big indies
Double Fine has announced that
Spacebase DF-9, a sci-fi bilding roguelike, is heading into alpha release with the help of funding from some big names in the independent game development community.
Blog: Why Plants vs. Zombies 2 can't make it to the Top 10
Former Rovio and Supercell staffer Michail Katkoff analyses PopCap's latest big release, and argues that its design means that, as an F2P game, it won't make it into the Top Grossing charts.
Trulia on Google Glass, Mirada transmedia app talks added to ADC
New talks for the ADC in November will include Trulia's case study on a Google Glass real estate app, and Mirada special projects head Andrew Merkin on dissecting transmedia business models.
Watch Dogs delay leaves big gap in Ubisoft's holiday lineup
With two of its major upcoming titles --
Watch Dogs and
The Crew -- pushed back to at least April 2014, Ubisoft announced today that it is adjusting its sales projections for the current fiscal year.
Train Jam is a game jam on a train
Gearing up for next year's Game Developers Conference in San Francisco, one organizer has come up with an inspired vision:
Train Jam, a 52 hour game jam held aboard a moving train.
Metal Gear science: Predicting player behavior in stealth games
A Unity tool for analyzing and predicting player behavior patterns in stealth games? It exists, and the understanding it brings could change the way this genre is designed.
Video: Breaking down the 'keep your politics out of my games' mentality
This video from Errant Signal breaks down the "keep your politics out of my games" mentality of some players in a well-organized, easy-to-digest manner, and is well worth watching.
Pokemon X & Y sell 4M copies in first weekend
Pokemon X & Y, the latest pair of releases in the popular Nintendo RPG series, have sold more than 4 million units since they launches worldwide last week.
The GTA V effect - How one game gave the console market a new lease on life
Though UK software was trending toward a down year, the release of
Grand Theft Auto V has breathed life back into it -- and there may, in fact, be growth in 2013.
Always Sometimes Monsters and the indie PAX experience
The developers behind the lauded indie game talk about creative tension/collaboration, and standing out from the PAX noise and finding a receptive audience.
SoftBank, GungHo purchase majority stake in Supercell for $1.5B
Mobile game giants Supercell and GungHo Online Entertainment teamed up earlier this year with large-scale cross-promotions in their games. GungGo parent Softbank has now purchased a 51 percent stake in Supercell.
Analysis: Broken immersion in Beyond: Two Souls
Quantic Dream's latest game once again has a strong emphasis on storytelling, but experienced game designer Adrian Chmielarz argues how the game lacks what he calls "player-protagonist sync."
Video: The ups and downs of releasing an indie Wii U launch game
Chasing Aurora dev Broken Rules discusses the downsides of releasing a launch day indie game for the Wii U in this GDC Europe 2013 talk.