Rez's Mizuguchi: His quest 'to make the player happy' changed his games
"There was a different sort of expression I was searching for. How do I make the player happy? How do I make the people around the player happy, too?"
Devs Answer: What are the best ways to trick players?
We ask developers the best ways to trick their players on this, the day of April Fool's.
How Nintendo crushed the 1980s PC market with the NES
The Digital Antiquarian blog has published a fascinating new history of how Nintendo took on personal computers in the U.S. -- and won -- in the 1980s, with its Nintendo Entertainment System console.
EVE Online's big battle proves players are the content in a sandbox MMO
In content-driven MMOs, players burn through handcrafted contnet and then abandon the game; in
EVE Online, they're driven to keep playing for years.
Get a job: Twisted Pixel is hiring a Gameplay Engineer
'Splosion Man creator Twisted Pixel Games is looking to hire an experienced game programmer to join other game programmers working on an unannounced project at its Austin-based studio.
Video: How Klei found success with an anti-social game: Don't Starve
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Capcom reorganizes to make more mobile games using its popular IP
Capcom is uniting its mobile businesses and creating a new "Mobile Business Division" that will focus on releasing more mobile games featuring popular Capcom game franchises.
We don't get what the point of Miitomo is, but that's okay
The Gamasutra staff takes on
Miitomo. What the hell is it? Is it any good? Does it portend anything for Nintendo's fortunes on mobile, or its overarching strategy for the space? We dive right in.
To build a new Baldur's Gate, Beamdog had to reverse-engineer the original
After more than a decade, there's a new
Baldur's Gate game out this week -- sort of. In a chat with Kotaku, Beamdog opens up about how & why it reverse-engineered the original to build fresh content.
Don't Miss: A look back at April Fool's Day in the game industry
From
Street Fighter's fake character to Irem's fake console, in this timeless feature we look back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan -- or both.
A musical journey through Jessica Curry's Rapture
"I am going to 'unpick' the extraordinary music of Jessica Curry: Christian music for video games by an atheist composer. My study will focus on her entire soundtrack output."
Activision lays off staff at Guitar Hero Live developer FreeStyle
A number of people have been laid off from
Guitar Hero Live developer FreeStyle Games, which will now focus on supporting the game rather than developing new projects.
Performance-critical editor tools in Unity
"Of all the awesome features in Unity, I find the ability to script the editor and make it do what you want using almost the same tools and API that the original developers used to make it one of the best features available to developers."
Interpreting analog stick input
"When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience."
Blog: Breaking Chess, but just enough
"What if we removed experience and years of study from the equation? How much would that level the play field? What if every chess game was different and you had to learn it on the fly?"
The basics of burst campaigns on mobile
"A burst campaign is a mobile marketing technique used to dramatically increase an app’s installations in a very short period of time, thus gaining instant placement at the top of Apple and Android’s app stores."
Maybe it's time to kill your game and move on: Supercell on cutting its losses
Supercell is super-good at failing at making successful games. Yet when the company does make a hit, it hits big.
Blog: Why I canceled my Wii U game
After cancelling a small Wii U project following the firing of Alison Rapp by Nintendo, developer Brandon Sheffield discusses why, and the subsequent fallout.
Nintendo's Miitomo hits the top of the U.S. App Store charts, fast
It took two days to hit number one in Japan when it charted earlier this month, but it eclipsed that easily in the U.S.
Sonic the Hedgehog has a new boss, and a new direction
As Sega completes the merger of its U.S. operations with Atlus, news comes that the 25-year-old IP is switching directions again.
New Unreal update includes Paragon improvements, and language support
The latest release has some not-so-insignificant improvements, of a number of different stripes -- whether your concern is international audiences or cutting-edge graphics, sound, or more.
Reminder: GDC Europe 2016 call for talks closes on Friday!
Just a quick reminder that the
call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
Dwarf Fortress: Figuring out how to simulate the universe, one step at a time
"If I could push a button and make it happen I would do it, but since you have to prioritize it’s like we’re more on a crusade to put the narratively interesting parts of the world. We don’t care about atoms and stuff."
Get a job: Tripwire Interactive is hiring a Lead Designer
The studio that built
Killing Floor 2 seeks an experienced game designer to take a lead designer role at Tripwire's Roswell, GA offices.
Mable & The Wood: Expanding a prototype & wrestling with difficulty
Andrew Stewart of Triplevision Games talked to us about how
Mable & The Wood has changed since that initial Ludum Dare prototype.