Segmentation for mobile game developers
"Push Notifications are a great way to (re-)engage with users and reward those who have been very loyal or entice those who haven't played in a while to come back and rejoin the gameplay."
Examining organic tutorials
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Making design tools in Unity: Creating WorldShape
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Epic Games leads GDC Europe's lineup of great sponsored talks
Passes for GDC Europe 2015
are still available at a discounted Early Bird rate, and as the show draws nigh we're debuting a pair of sponsored sessions on UE4 and PowerVR that you'll want to check out.
Blog: Letting our differences bring us together
A rumination on games that satisfy different people: "I thought about other games I wished I could enjoy with my wife, who prefers a more methodical and thoughtful approach than I usually take."
Blog: Mobile free-to-play games are not evil
"Itís very common to hear from developers how evil, hurtful or abusive mobile games are. I donít think most of the comments reflect the reality."
Mod Mentality: How Tabletop Simulator was made to be broken
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
'Indiependence Day' promotion shines light on dev struggles
Indie dev consultant Dan Adelman has launched a campaign to help indies sell more games over the U.S. upcoming holiday weekend -- at full price.
The best in Japan: CEDEC shares 2015 award nominees
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV
. It's a peek into how Japan's industry works.
From cave painting to CryEngine: How game art developed
Charting the evolution of in-game art and comparing it to the evolution of fine art: Going from primitive to polished, with deliberate discursions into the abstract.
Get a job: Retro Studios is hiring a Character Artist
Nintendo-owned game maker Retro Studios (Donkey Kong Country: Tropical Freeze
) seeks to hire a character artist to do modeling, texturing and art design in Retro's Austin, TX office.
How the Xbox 360 'Red Ring of Death' cost Microsoft $1.15 billion
In a podcast with IGN, former Xbox exec Peter Moore describes sitting across the table from Steve Ballmer explaining that the Xbox 360 was going to cost Microsoft at least an extra $1.15 billion.
Turning Snake into something more: How Snakebird evolved
A walk through the art-style evolution and production of Snakebird
, a charming game that sprung from the simple classic Snake
to become something more.
Video: How Other Ocean made #IDARB (and you can too!)
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB
Don't Miss: 20 fun facts about hex grids
In this light-herated, timeless post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Nintendo CEO talks NX, mobile games
Nintendo published the Q&A session from its its latest shareholders' meeting -- and having taken place after E3, where little new information was announced, it's interesting as a glimpse of its future.
Chris Crawford is still trying to drive interactive storytelling forward
As his latest attempt to crowdfund a storytelling game falters, Crawford says he's now more focused on inspiring a new generation of game makers than trying to revolutionize the industry himself.
Creating a crisp, engaging trailer for a pixel art game: How I did it
And how you do it: "In all it took 135 hours (!) to complete the trailer. I think it was well worth it. Producing a mediocre trailer to cap two years of development would be very disappointing to say the least!"
Survey: Devs remain unsatisfied with European game dev tax breaks
Trends in developer opinion come to light as GDC Europe
officials share data on how GDC Europe State of the Industry Survey respondents feel about tax incentives for game development in Europe.
Learn to make great episodic content for your game at GDC Europe
At GDC Europe
in August, developers from Gameloft and Experimental Game GmbH will show you how to reliably produce great content for your game on a weekly or even daily basis.
Blog: Early success considered harmful
"Unfortunately, the first game I designed was a success. It was a product of serendipity. I hadnít planned on being a game designer."
Designing You Must Build A Boat amid the rising tide of game releases
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000
with You Must Build A Boat
amid a rising tide of game releases that make discoverability tough.
Blog: Her Story is not your story
is not your story. Piecing it together is your experience and how it shapes in your mind is unique to you, but that doesnít make it your story."
PS4 and Xbox One aren't big in China, yet TV-based games grow in popularity
The official launches of Sony and Microsoft's game boxes hasn't made a big impact on the market -- but there are big expectations for the TV-based gaming space.
Riot invests in game VoIP provider Curse
A year after Curse launched its Curse Voice service, the publisher of League of Legends
has backed the well-funded startup.