GDC Next speakers share their 'hidden gem' game recommendations
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC
speakers suggest you check out.
The role of luck: RNG isn't the answer
"We've concluded that itís possible to design a compelling competitive game without luck. Possible. Not easy. Not necessarily doable. But possible."
Insomniac's engine chief shares tips on leading tech teams at GDC 2015
Engine director Mike Acton is an expert on the topic, and in his "Great Management of Technical Leads" talk at GDC 2015
he'll lay out the entry-level expectations you need to know about.
Jade Raymond departs Ubisoft after a decade with the company
Game industry veteran Jade Raymond has announced plans to depart Ubisoft Toronto after ten years with the company, citing an interest in pursuing new ambitions.
The 'new-platform' model - an alternate path for indies
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken
would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Why we chose a free beta instead of Early Access
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Did 80s computer marketing push women out of video games?
A large-scale drop-off in the number of women taking computer science courses occurred in the 80s, and was fueled by computer marketing campaigns that were heavily directed at men.
Steam Early Access game Space Engineers sells 1 million
, a sandbox space construction game that is currently on Steam Early Access, has sold more than 1 million copies.
The most important trait for a game designer is empathy
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Why anything but games matters
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Tutorials, tips, and text in Unity
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Honey, we need to discuss your persona problem
"In short, personas create a more accurate picture of a subset of the audience. Demographics are the broad strokes, while personas are the finer details."
When quality comes before making money: Developing Monument Valley
creator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley
, the company's third game, sold over 1 million copies.
Google Play Games SDK adds local multiplayer
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Get a job: Crystal Dynamics is hiring a Senior VFX Artist
The developer of the Tomb Raider
reboot is looking to hire an experienced visual effects artist to work on AAA projects in a leadership role within its Redwood City, CA studio.
Looting game design gold from Sid Meier's Pirates!
"I glibly wrote that Pirates!
could be the most important game ever made... and at first, I felt this was a ridiculous thought. Later on, I realized that may be right after all!"
New Hampshire indies team up to build a local game dev incubator
A group of New England indie developers are working to open Game Assembly
, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Don't Miss: John Carmack on engineering Rage
In this extensive interview conducted while he was at id, legendary programmer John Carmack reflects on the id Tech 5 engine and his mistakes regarding the evolution of console and PC games.
Video: Indies, resist the urge to 'juice it or lose it'
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
What we can learn from teens making games
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Four lessons for building a better community
A look back at a game festival from its organizer, Jaime Woo: "I want to use this space to share four key lessons I learned throughout the process of crafting and shaping Gamercamp."
Obituary: Planetside 2 artist John Roy
Gamasutra has learned that John Roy, a veteran artist at Sony Online Entertainment who worked on projects like Star Wars Galaxies
and Planetside 2
, has passed away this week.
Reminder: IGF 2015 Main Competition deadline ends on Wednesday!
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Randomness and game design
introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
The level design of a Zelda dungeon
"The following is the result of a study that I made a while back after playing multiple Zelda
games in order to better understand the patterns and design decisions of a Zelda