Video: Lessons learned in making Madden more visually accessible
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Get a job: Ninja Theory is hiring an FX Artist
Ninja Theory is looking for an experienced FX Artist with a strong understanding of visual effects to join its team in Cambridge, England.
Creator of DDoS program used against Minecraft and RuneScape sentenced to prison
The program has been used in more than 1.7 million DDoS attacks, including some against Sony, Microsoft, TeamSpeak, Minecraft
, and RuneScape
Don't Miss: The origins of Night Trap
How did the controversial full motion video game get made in the first place? Years before the Sega CD system was released, a group of developers tried to change video games into something new.
Report: Vivendi's takeover of Ubisoft planned for this year
Vivendi has been slowly moving toward a hostile takeover of Ubisoft since 2015, but sources speaking to Reuters have reason to believe the French media conglomerate has plans to hasten its pace this year.
When it comes to VR, Cliff Bleszinski is chasing his (lucid) dreams
Boss Key Productions CEO Cliff Bleszinski is excited for the future of virtual reality, but he's realistic about the near-term challenges.
When making games, there is such a thing as a bad question
Rami Ismail, one half of Nuclear Throne
dev Vlambeer, says that one of the ways his studio has succeeded is through not only asking the right questions, but figuring out what the right questions are.
Blog: Composing video game music to build suspense, part 4
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk. This time around, she looks at how the power of low frequency sound can be harnessed to create tension.
Russian internet giant Mail.ru opens $100M games investment division
Russian internet giant Mail.ru has established a $100 million investment division to dish out funds to "accomplished" game studios and publishers, as well as young developers.
Animation vs. game dev: Everything creator David OReilly breaks down the differences
"Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward. With animation, it's more of a branching thing."
Blog: Harmony and the kludge in game design
Harmony is something that affects the game as a whole. It's about appropriate fit. Now what's appropriate depends on what standards people are using, and those standards have changed.
Blog: Developing the visuals for Warhammer 40,000: Space Wolf
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf
Blog: Captivating players by evoking presence
Playing a video game can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.
FoldIt dev has a new game that's helping map the human brain
"You can see this as symbiosis -- computers learn from what people are doing and they do better," Center for Game Science director Dr. Zoran Popovic tells The New York Times about its new game Mozak
Days Gone has driven Sony Bend to more than double in size
Oregon newspaper The Bulletin reports Sony's Bend Studio is moving into a bigger office building later this year as it continues toÊwork on its post-apocalyptic PlayStation 4 game Days Gone
Take-Two prods mod team to stop trying to recreate Red Dead Redemption in GTA V
After reportedly being contacted by representatives of Rockstar parent company Take-Two Interactive, a team of modders are canning their ambitious efforts to recreate one Rockstar game inside of another.
Video: Game localization shenanigans in the Chinese-speaking world
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
Get a job: Sony PlayStation is hiring a Sr. UI Tools Programmer
Sony's Santa Monica Studio is looking for a self-motivated Senior User Interface Tools Programmer to join its team in Playa Vista, California.
NPD has been underestimating digital game sales since at least 2010
New, 'restated' reporting from NPD shows that spending on game software has actually been increasing steadily since 2010, whereas previously reported data showed somewhat of a spending plateau.
Don't Miss: What can game designers learn from the original Legend of Zelda?
Can the original Zelda
game still have things to teach designers? Mike Stout (Skylanders
) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Eye tracking tech offers a closer look at Overwatch's UI in action
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch
Understanding the psychology behind 'Pay-to-Loot' systems
"Our brains are wired to try to make sense of unexpected things. When you have a random number determining what loot you get, you're going to get an unexpected predictable result every time."
Just Cause dev Avalanche nets $10M to double down on self-publishing
and Mad Max
developer Avalanche Studios has netted $10 million in funding to accelerate its plans to create and self-publish future titles.
Everything creator David OReilly explains how artists can forge their own path
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Making repeated deaths a reward in What Remains of Edith Finch
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch
turns death into a key feature of story progression.