What does player retention look like for a week-long game?
Ron Carmel on Subterfuge
's retention: "We know this is not a mass market game. Those who love it will happily stick around and those who don’t are better off not playing."
Cambridge researchers use brain training game to treat schizophrenia
A research team out of Cambridge is using a brain training game to combat day-to-day schizophrenia symptoms.
GDC Europe is this week! Follow Gamasutra's coverage right here
Follow Gamasutra's coverage of news, interviews, and presentations from this week's GDC Europe 2015, straight from Cologne, Germany.
This Week in Video Game Criticism: From cat collection to Metal Gear codec calls
This week, our partnership with game criticism site Critical Distance
brings us picks from Kris Ligman on topics ranging from the zen patience of Metal Gear Solid
's codec calls to the feline indifference of mobile hit Neko Atsume
Cat and mouse: How Bohemia bags cheaters in DayZ
After studying them intently for some time, DayZ
associate producer Eugen Harton shares lessons learned on how to detect and combat cheaters in your own game.
Yearly revisions the secret to Nintendo's handheld biz
Analyst Matt Matthews charts how the company's flagship console products keep on keeping on, thanks to a yearly upgrade cycle.
Advice on making believable VR games from Sony's Heist designer
At GDC Europe today, SCEE's John Foster shared advice for fellow devs on making believable, enjoyable VR games based on his experiences crafting Project Morpheus demos like The London Heist
How CD Projekt Red made crafting work with Witcher 3's dynamic economy
At GDC Europe, CDPR's Matthew Steinke offers a behind-the-scenes look at how he led design of The Witcher 3: Wild Hunt
's crafting system and how he made it play nice with the game's dynamic economy.
Demaking Outer Wilds
"We needed a way for players to test the game's entire narrative structure in a fraction of the time it would take during a normal playthrough." Hence, a demake of the IGF winning game.
Nikkei reports on Konami's controlling corporate culture
Japanese site Nikkei
has reported on the details of the internal culture at Konami, illustrating an environment of control and surveillance.
Gameplay vs. story: How to strike the balance you want
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light
) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
How I recreated the hallway from P.T. in Unity
How one developer recreated the infamous (and now deleted) demo for Hideo Kojima's Silent Hills
in Unity: A complete look at the entire workflow.
Get a job: Square Enix is seeking programmers for its Tokyo studio
Want a chance to work in Tokyo? Square Enix is seeking "seasoned engineers" to work on its next-generation tech: the Luminous Engine.
Valve VR partner HTC invests $10 million in startup WEVR
The Taiwanese electronics company's commitment to its VR headset, the Vive -- developed in collaboration with Valve -- leads to an investment in a VR content company.
GameDevTweets: A week's worth of what your peers are saying
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
What brings a virtual city to life?
"The truly magical thing about virtual cities is that they often imprint themselves on our lives in much the same way that physical geographies do." Columnist Katherine Cross examines where virtual worlds succeed--and fail.
Red Ash Kickstarter loses thousands in a day as publisher steps up
creator Keiji Inafune set the world on fire with Mighty No. 9
, but his latest crowdfunding venture is problem-plagued.
Ex-Blizzard creative chief Pardo: The quote-unquote 'MMO' is over
There are plenty of persistent online games, but the MMO as we know it just isn't possible (or desirable, if avoidance of the term is any indication).
Pursuing positivity: A personal game-making journey
"Making a dream come true is constant and hard work… and absolutely thrilling. We hope you’re able to make use of this article to benefit your own journey."
Sega bleeds money, mostly from its gambling machines biz
Sega just had a disappointing quarter: It posted a 7.9 billion yen ($63.8 million) loss, on revenues that were down 41.2 percent as compared to the same period last year.
Epic Games boss: Augmented reality is all you need
Virtual reality has a lot of potential, but "you don’t need anything else" besides augmented reality for daily tech use, says Tim Sweeney.
Retro RPG aspirations: The story behind procedural game Malevolence
"Malevolence explains its world in an introductory scenario, but it doesn’t have a prewritten story beyond that. The game is set in a dream world."
2016 Independent Games Festival opens call for submissions
Submissions are now officially open for the 2016 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2016 in San Francisco next March.
Two surprising years as a bootstrapping indie publisher
"Two years ago we launched an independent games label... it seems like a good time to take a look back at that journey. Perhaps this will be useful for others looking to go down this path."
Using a 'razor' to make a lean, focused game
"The name comes because it helps you identify and cut unnecessary features. It is however a slight misnomer because it also helps you design them, and generally keep the creative team on track."