'What impact has the game modding community had on your career?'
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video
It's become a game industry tradition that the Final Fantasy
developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Get a job: Temple Run's Imangi Studios seeks a Senior Game Developer
Imangi Studios, creators of the massively popular Temple Run
franchise, seek a multidisciplinary "Senior Game Developer" who is optimally proficient in Unity, too.
HoloLens, Minecraft hookup envisioned before Microsoft bought Mojang
"Letís have a game that, in fact, will fundamentally help us change new categories. HoloLens was very much in the works then, and we knew it," says Microsoft's CEO.
Video: Designing procedural stealth for Invisible, Inc.
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc
.'s procedural stealth, from its conception to its conclusion.
Hands-on: Looking at AR game dev through Microsoft's HoloLens
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way
In this classic interview, four developers of Luigi's Mansion: Dark Moon
-- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Blog: Mood swings and character development
"Virtual characters are far from feeling like real humans, but one thing that we have that machines do not, is ... a mood. Why can't we try to simulate this very essence of human behavior?"
Former Candy Crush frontman opens a studio to make 'calmer' VR games
Former King games guru Tommy Palm has cofounded Stockholm-based Resolution Games with a coterie of other game industry veterans to make "calmer" VR games that are "accessible to the entire family."
Chess: A framework for better games
"As designers, it is important that we understand why certain game frameworks work. Furthermore, it is important that we not only build upon previously successful models, but that we build new ones too."
Valve empowers devs to levy Steam game bans against unruly players
Valve has rolled out a new Steam game ban, "Banned By Developer", that's applied by Valve when an approved dev flags a player as cheating or otherwise mucking up their online multiplayer game.
Update faster and improve player retention with server scripts
An alternative to the 7-day wait you need to go through for app updates on the App Store (or even the day Google takes) -- how to modify game code stored on your server to tune your mobile game.
A guide for the virtual reality game music composer
What it takes to create music for VR games -- from tech to "the voice in our heads" -- as written by award-winning composer Winifred Phillips (God of War, Assassin's Creed III
Dark dreams really don't die: Swery on D4's journey to PC
Access Games' former Xbox One exclusive episodic series D4
is coming to PC. We spoke with D4
director Swery about the shift, and got a taste of season 2.
In-depth design analysis: The mechanics of strategy game Halfway
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Pick a feeling. Chase it.
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
The tools you can use for smartphone analytics, and how to use them
"Research your KPIs and develop an analytics strategy before selecting a solution instead of the other way around. Youíll be surprised to see what multiple analytic tools when combined can achieve!"
Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate
and Icewind Dale
in Pillars of Eternity
PlayStation business bolsters Sony as it aims for profit growth
Sony has been leaning on its robust PlayStation business for a while now as it searches for profitability, but the troubled company's latest financial report plots a course for significant profit growth in the year ahead.
Think in terms of platforms, and user-gen content
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Implications of a global market on random success
"When culture is global, and popularity is global, there is only one chart. THE chart. Everyone knows what everyone likes, and what already has coverage gets more coverage. Saturation coverage."
Exhibiting my work-in-progress game at A MAZE: What I learned
"It's interesting to talk about your game with players who have a totally different background in gaming. There were casual players, console gamers, developers and designers -- all of them gave feedback."
Lessons in life, leadership, and game development
"Being lead designer and producer for Terrachanics
was the hardest thing I have ever done... I hope this post will help others create stronger, healthier relationships in their professional and personal lives."
Don't Miss: Tactical level design and the metrics of space
In this classic 2012 feature, PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with.
How developers can change global culture, one game at a time
Prince Fahad Al Saud took the stage during last week's Games For Change festival to shed some light on the power games have to shape human culture, both in the Middle East and the world at large.