European and Japanese devs proactively capping in-app spending by minors
Tecmo Koei, Big Bit and GungHo Online are restricting the amount of real money a player can spend in their games based on age, presumably in an effort to steer clear of legal trouble down the road.
Born from a game jam, Hotline Trail is Zen in a browser
How a browser game inspired by Hotline Miami
grew beyond its game jam beginnings to become its own unique, utterly relaxing experience.
The indie comix sensibilities of Stick It to The Man
Gamasutra speaks with Zoink Games' Klaus Lyngeled, art and game director of the recently released, grunge comics-inspired puzzle-platformer Stick It to The Man
Blog: You should say 'roguelike' more often
Following on from Lars Doucet's discussion of the "Procedural Death Labyrinth," Dustin Anglin makes the case that it's just fine to say "roguelike" -- a "one-word love letter" to a classic.
Video: Rethinking the adventure game genre for the modern age
Double Fine's Tim Schafer and his team are taking on the challenge of reimagining the adventure game genre with Broken Age
. In a GDC Next session, they explained how they're doing it.
Blog: Dumb your game down, or stay hardcore and accept fewer sales?
Baldur's Gate: Enhanced Edition
developer Trent Oster ponders whether making games simpler for the mass market player is a fool's errand.
Programming games for the Pebble smart watch
A dungeon crawler on your wrist? David Drake has been developing MazeCrawler
for the Pebble smart watch, and shares the secrets of creating games for this new type of device.
The secrets of networking -- and getting your game funded
Seth Sivak writes on how effectively networking is key to attracting venture capital -- and how to grow, cultivate, but not
abuse the network of people you know while seeking investment.
Veteran Square designer Akihiko Yoshida leaves after 18 years
Akihiko Yoshida, the veteran video game artist who has designed characters for Square Enix for nearly two decades, has announced his departure from the company in a rather unique manner.
Two years on, Microsoft Studios Victoria shuts down
Nearly two years after Microsoft originally opened a game development studio in Victoria, Canada, the company has now shut the studio down, with around 30 jobs lost according to reports.
Blog: Thematic storytelling through UI design
Menus can be more aesthetically integrated and a better fit for the game they're a part of, argues Declan Kolakowski, who uses the example of SUDA51's Killer7
to show us how.
Tearaway is the weirdest 'hardware showcase' piece ever
Leigh Alexander gets her fingers into Tearaway
-- as Media Molecule tries to show off what the Vita can do with its touchpads and cameras, the result is unexpectedly (and brilliantly) unsettling.
Former Psygnosis/Studio Liverpool devs unite to form Firesprite
The new studio has already helped Sony ship The Playroom
and is now moving on to work on a new project.
Patent troll crackdown measure approved by House
Patent troll haters, take heart: The U.S. House of Representatives passed a bill explicitly designed to punish companies for abusive use of patents today.
How Hipster Zombies performed on iOS, Ouya, Samsung Apps and Android
A well-rated game, but not a huge success -- a familiar story for indie mobile games. This blog post breaks down one game's numbers and the ratings across three platforms and four stores.
Atari's bankruptcy escape plan is court-approved
The U.S. branch of Atari just got its bankruptcy exit strategy approved by both its creditors and the U.S. justice system.
Watch a Valve engineer experiment with his mouse, butt controllers
Ben Krasnow published videos this week with details of his latest game controller experiments, plus a promise to share more info about his work on virtual reality with Valve
at a later date.
If a game's not unique, what's the point? asks Frozen Endzone dev
Gamasutra talked to Ian Hardingham from Mode 7 Games about taking the core concept behind Frozen Synapse
, and recreating it on a more widely accessible basis for Frozen Endzone
How horror games capitalize on fear of the unknown
We all know the phrase "fear of the unknown," but how does it work in the context of a game? This blog post explains how horror games create different types of scares.
Developers weigh in with early ID@Xbox impressions
The ID@Xbox announcement didn't really give much information on what the program is like. Gamasutra got in touch with a few different studios to get a general impression of how ID@Xbox is currently faring.
'Roguelike-like'? More like 'Procedural Death Labyrinth'
Lars Doucet (Defender's Quest
) suggests the creation of a new genre to help frame the design conversation around the important elements of what's often called a "roguelike."
Here's how to apply for Samsung's new mobile game network for kids
Samsung has teamed up with Fingerprint, a children's mobile tech company, to create a mobile games network specifically for kids, with the aim to provide a safe environment for them to play games in.
Insomniac kills Outernauts browser game to focus on mobile version
Last year, Insomniac took a dive into the social games space with browser game Outernauts
. Now the company has been forced to close down the online game, in favor of working on a mobile version of the game.
Blog: What is intellectual property?
As a developer, you know that you want control over your intellectual property. But what precisely, from a legal standpoint, is
IP? This blog by a game dev-turned-attorney, explains.
Video: Frozen Endzone's unique take on the strategy genre
Gamasutra editor Mike Rose talks to Ian Hardingham from Mode 7 Games about tactical American Football-esque game Frozen Endzone
, in this latest video interview.