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December 10, 2016
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1 Developers explain why they love the small details of Final Fantasy XV
image All the small things about Final Fantasy XV are important, from the selfies to Florence and the Machine's cover of Stand By Me. Three developers explain why.
  Investors pour $24M more into educational game/toy maker Osmo
image Remember Osmo, the educational game/toy startup that started as Tangible Play? The Palo Alto-based startup just raised $24 million from investors old and new -- including longtime toymaker Mattel.
2 Ubisoft dev fears 'constraints that kill creativity' if Vivendi takes over
image "Losing our independence, we do not want that," Ubisoft's Xavier Poix told Polygon. "When we look at all the first-party publishers in the world, none of them is dependent on a media group."
4 Best of 2016: Building truly cooperative play in Overcooked
image "With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
  Get a job: Demiurge Studios is hiring a UX Design Lead for Mobile
image Demiurge Studios is looking for a UX Design Lead to conceive, specify, implement, and tune user experiences in Cambridge, Massachusetts.
  Oculus, HTC, and others form global association to advance VR platform
image “We’re still very much in the early stages of VR, so it’s critical that industry leaders work together to create and share ideas on how we can safely build this industry,” said Facebook’s Jordan McCollum.
1 Don't Miss: The tricky design problem of Soma's memorable monsters
image Mechanical and strict, or random and fuzzy? Frictional Games creative director Thomas Grip shares his approach to creating the unique monsters of existential nightmare, Soma.
  French regulators fine Ubisoft execs 1.27 million euros for insider trading
image Five Ubisoft executives are facing combined fines of €1.27 million following initial accusations last month that the group participated in insider trading.
  Blog: A look back on the 16-bit console wars
image Console Wars' Blake Harris discusses the difference between Sega and Nintendo, whether Michael Jackson's music is in Sonic 3, and the challenges of being a subsidiary to a Japanese gaming company.
  Game devs react to Final Fantasy XV today at 3:15 PM EST
image We're talking to four game developers from across the industry to hear their thoughts on what Final Fantasy XV has to offer to the development community.
  'I keep making games because people keep playing games' - Shigeru Miyamoto
image As the game industry, technology, and player behavior evolve, Nintendo’s Shigeru Miyamoto understands the importance of keeping up with the times.
  Attend GDC 2017 for expert tips on nailing the art direction of your indie game
image In his GDC 2017 talk on "Fast, Cheap and Flashy: An Indie Art Direction Adventure", Chickadee Games' art director Adam DeGrandis will share important lessons learned in his career as a game artist.
  Destiny franchise is now a three-studio effort
image Activision-owned Vicarious Visions will be assisting with development of online shooter franchise Destiny, the studio announced this week in a Facebook post.
2 Blog: Using rollback tech to create a responsive online experience
image An in-depth look into how Inversus uses rollback networking technology to create a responsive and robust online experience that is hard to distinguish from its local-multiplayer counterpart.
7 Eve Online dev CCP Games is on the selling block, says new report
image Citing "people with knowledge of the matter," Bloomberg reported Friday that Iceland’s CCP Games, best known for Eve Online, is exploring the possibility of selling off the company.
3 Blog: Steep, Watch Dogs 2, and the GTA with no guns
image How do you go about making a fun open-world game that doesn't have combat at its core? We want to tell more diverse stories to reach new audiences, and the key for that may lie in systems design.
6 Blog: How environment layout affects difficulty
image A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.
5 Best of 2016: Unprecedented raw footage of Japan's game industry
image This collection of videos from John Szczepaniak's recent documentary shine a light on the forgotten history of Japanese game development, proving to be one our most popular posts of the year.
  Heroes of the Storm director steps down to 'try something new' at Blizzard
image Former Starcraft II director Dustin Browder announced today that he's giving up his spot as game director on Blizzard's Heroes of the Storm MOBA to "try something new" elsewhere in the company.
  Vive Studios is HTC's new first-party VR game dev division
image HTC is best known in the game industry for producing (in concert with Valve) the HTC Vive, and now the company is digging in with the launch of its own first-party VR dev division: Vive Studios.
1 White House plans eSports event to raise health insurance awareness
image Twitch announced today it's heading to the White House next week for a 4-hour livestreamed "Competitive Gaming Event" to draw people's attention to an upcoming health care enrollment deadline.
  Rocketwerkz' Dean Hall defends VR devs who make exclusivity deals
image "People talk about devs who have taken Oculus/Facebook/Intel money like they've sold out," said Hall. "The reality is these devs made these deals because it is the only way their games could come out."
  Get a job: Hangar 13 is hiring a VFX Artist
image Hangar 13 is looking for an experienced VFX Artist with a critical eye for timing, animation, and motion of real world objects and visual FX to create gameplay effects and more in Novato, California.
4 Blog: Designing games for eSports
image League of Legends maker Riot plans to sell the eSports distribution rights to their game for nearly $100M a year. But how can other developers and investors get a piece of the eSports action?
89 Don't Miss: How crunch makes games worse
image Ask anyone in the industry about crunch and you're likely to hear opinions based on that person's individual experience. Now, here's some hard data on crunch from the Game Outcomes Project.

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  Giant Cop: The Zeroth Person Perspective in VR
by Marc McGinley
Part 1 of a series of posts looking into the design process behind Giant Cop: Justice Above All. In...
3 History of the RGB color model
by Andreas Brinck
I’m going to look at the history of the science of human color perception science leading up to the...
2 Rollback Networking in INVERSUS
by Ryan Juckett
An in-depth look into how INVERSUS uses rollback networking technology to create a responsive and...
  Blake Harris Looks Back on the 16 Bit Console Wars
by Bryan Cashman
Based on first-hand accounts, Console Wars's Blake Harris discusses the difference between Sega and...
3 Steep, Watch Dogs 2 and the GTA with no guns
by Felipe Dal Molin
How do you go about making a fun open-world game which doesn't have combat at its core? We want to...

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arrowPress Releases
Writing Tips: Your Essential Style Guide and Library
image Danny Wadeson recommends several books that will make you a better writer, many of which are available free of charge.
Game Design Challenge: The Gift That Keeps On Giving
image The holiday season is here, and shoppers worldwide are on the hunt for the perfect gifts for their loved ones. Can you design a game that employs gift-giving as a primary mechanic?
Learning from Failure: The Swarm Postmortem
image Javier Ansoleaga reflects on the failure of a recently canceled project, explaining how his team's missteps became valuable lessons.
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