Don't Miss: What does a game designer do, exactly?
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Get a job: Be a Cinematic Artist for Telltale Games
The studio responsible for (among other things) Game of Thrones
and The Walking Dead
are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
Video: Designing an immersive user interface for Hearthstone
senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Postmortem: Pac-Man, Iwatani's rhapsody in yellow
35 years ago today, Namco released Pac-Man
in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man
creator Toru Iwatani explains how.
Laid-off Zynga devs get a fresh start at a fantasy sports company
A former Zynga employee tells Re/code that roughly 38 of the 42 devs who lost their jobs when Zynga shuttered its Orlando studio this month have gone on to join fantasy sports game company Fanduel.
Who am I to tell their story? Writing for diversity
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Opinion: Why Guild Wars 2's 'execution'-style ban was a bad idea
ArenaNet recently banned an infamous hacker from its MMO Guild Wars 2
-- by way of virtual execution. But public humiliation is not really the way to go about it, argues Katherine Cross.
Learning a lot, fast by jamming in VR
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Tackling mental illness in game design: A Vanishing Point postmortem
A tough task: Representing mental illness with respect and relevance. "Vanishing Point
lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
Point-and-click in the age of touch: Interface design for adventure games
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Starting up a game business: Contemplating processes
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
How to use Photoshop Layer Styles: An advanced guide for game illustrators
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Desura is not paying developers, but promises a fix
After devs complain publicly about not being paid, the digital download platform releases a statement saying it's "working to correct" problems. Gamasutra speaks to its head of dev relations to find out more.
How Nintendo prototypes games, starring its first new IP in years: Splatoon
The road to creating the ink-based shooter -- which releases very soon -- was anything but smooth, a new interview with the developers reveals.
Tapping VR's potential for putting you into an experience
"Two years from now, I guarantee you’ll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
League of Legends begins testing automated 'player reform' system
For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
Video: Study Sony's Morpheus Heist demo in action
Sony brought a Morpheus game demo to GDC this year that got a lot of people talking, and now VR-curious developers who missed it can now see how The Heist
works in action.
Video: Behind the scenes of Guilty Gear Xrd's striking 2D/3D art
At GDC 2015, Guilty Gear Xrd
artist Junya C. Motomura explains how the team rebuilt a classic 2D fighting game in a full-3D graphical framework, while maintaining all of its old-school 2D charms.
How to manage a 2D art team
"Here I have some tips to share of how to manage an art team. We do outsourcing work, and I think if your art team is a developer’s internal team, it doesn’t make much difference."
Get a job: Monolith is hiring an experienced Project Manager
The studio responsible for the award-winning Middle-earth: Shadow of Mordor
are looking to hire a senior-level project manager to work alongside the team in Kirkland, Washington.
Don't Miss: How Rockstar almost canned the first Grand Theft Auto
In this classic 2011 feature, Replay author Tristan Donovan interviews Gary Penn about Penn's experiences at Rockstar (then DMA Designs) and the troubled launch of the first Grand Theft Auto
NES creator signs on to help The Strong chronicle video game history
The Strong Museum of Play is teaming up with Japan's Ritsumeikan University and ex-Nintendo hardware guru Masayuki Uemara to better preserve and exhibit the history of the video game industry.
Take-Two is taking the BBC to court over Rockstar biopic
The parent company of Rockstar Games says the BBC hasn't consulted Rockstar enough (or indeed, at all) in its production of a made-for-TV drama based on the studio's life story.
The 'strange attractor' in video game design
"Before gameplay, mechanics, monetization, or any other key design consideration, a new video game design needs to consider the most important aspect of all: a good concept."
Come to GDC Europe for tips on soft-launching your next mobile game
GDC Europe 2015
is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.