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October 28, 2016
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  Tomb Raider devs recall the highs and lows of creating a game icon
image In an frank and revealing interview, the team behind the first Tomb Raider games have opened up about the highest highs and lowest lows of their development journey. 
  Blog: Coding great scrolling lists for your game
image "Scrolling such a huge container full of elements has a great impact on the game’s UI performance. The FPS drop rate was unacceptable, so we had to think of a more sophisticated solution."
  The Not-So-Big Easy: A historian discusses Mafia III
image Historian Bob Whitaker uses the work of Professor Leonard Moore to discuss the history behind Mafia III, from the Civil Rights Movement to the Cold War.
  Top 25 games companies made $34.5B in the first half of 2016
image Chinese internet giant Tencent, which will soon complete its $8.6 billion acquisition of Supercell, led the charge with half year revenues of $5.3 billion.
  Blog: Lessons learned from making a game with zero planning
image "The lack of planning made [it] easy to make 'just one more feature', that in the end, either didn't make it to the final build or took way too much effort for what its worth."
  Postmortem: Fatshark's Warhammer: End Times - Vermintide
image "I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
  Boston devs team up to sell game bundles for child cancer charity
image Instead of the typical customer-defined percentage, a flat 60 percent of all proceeds from sales of the bundle will be funneled to the children's cancer charity St. Baldrick's Foundation.
  With Titanfall 2, Respawn makes a show of ditching paid map packs
image Respawn's mech-enhanced shooter Titanfall 2 is out this week, so the studio is hyping its plan to break with common practice and make all multiplayer maps/game modes it adds to the game free.
  Online game shop OnePlay snaps up Desura and other Bad Juju assets
image Devs should note that OnePlay aims to get game distribution platform Desura and the game bundle services Indie Royale/Daily Royale "back up and running" by the first quarter of next year.
  Get a job: Disruptor Beam seeks a Game Server Engineer
image Boston-based Disruptor Beam is looking to bring on an experienced server engineer to contribute to various projects alongside the developers and designers at the studios's HQ in Framingham, MA.
  Nintendo's next big Switch announcement isn't happening until next year
image Nintendo is continuing to give the silent treatment that started with last year's NX announcement and won't release more major Switch details until next January.
12 Don't Miss: Designing difficulty in role-playing games
image Fine-tuning the amount of challenge players face in different difficulty settings is a complicated process within itself. Three devs offer advice on how scale game difficulty between modes.
  Blog: Getting the most out of your assets using MonoGame's pipeline
image For MonoGame devs, "using the Content Pipeline, you can pre-bake or process content at build time, saving you valuable cycles in game."
5 Report: The Nintendo Switch features a multi-touch capable 720p display
image Though it hasn't been confirmed by Nintendo, sources are saying the tablet of the recently revealed Switch console features a touchscreen and will be the company's first multitouch capable device.
  Owlboy dev talks about the journey of its decade-long development
image After first starting work on the game in 2007, members of Owlboy's development team talk about the ups and downs that they experienced leading up to the completion of their game.
  Blog: How a video store manager carved out a career in game dev
image "I didn’t just send a plain old boring resume...I made a whole Nintendo magazine...[with] an article where I interviewed myself. It was only four pages long, but I spent like forever on that thing."
  Game revenue on the rise as profits slump at Capcom
image Capcom is the latest company to release its financials for the six months ended September 30, and it's been a mixed few months for the Monster Hunter publisher. 
  Sony targets eSports market with officially licensed 'pro controllers'
image Sony is targeting the eSports market with two new officially licensed pro controllers designed and manufactured by Razer and Nacon. 
  King shuts down Singapore-based mobile studio, Nonstop Games
image Candy Crush Saga creator King has pulled down the shutters on its Singapore-based mobile studio, Nonstop Games. 
1 Blog: Analyzing how game mechanics condition us
image This blog post examines how the feedback we get from game mechanics can condition people's playstyles and behavior.
  Game Design Deep Dive: Turning Bloodline Champions into Battlerite
image "Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
  Day of the Tentacle & The Division devs unite to write World of Darkness audio drama
image Paradox-owned White Wolf has cut a deal with interactive audio drama firm Earplay that will see Dave Grossman working with writer Richard Dansky to create a full-length "interactive audio experience."
  Player Research snapped up by game outsourcing firm Keywords Studios
image This has implications for any dev who works with either company, and marks the latest step in Keywords' ongoing efforts to work across multiple 'services' areas.
  How is Telltale reinventing the Batman mythos with its new game series?
image We took a look at Telltale's latest entry in its ongoing Batman series to see how it's reinventing the myth of the Dark Knight.
1 QuiVR devs created new features to combat VR sexual harassment
image Harassment in multiplayer video games is nothing new, but social VR games unfortunately have the potential to bring new dimensions to virtual harassment faced by gamers online. 

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  How We Try to Be Responsive to Our Game's Community
by Richard Atlas
In this blog post, I talk about how we try to be responsive to our community whether it's on Twitter...
  The Importance of Developing a Professional Testing Department – Thinking of Quality Assurance as an Investment Instead of a Sunk Cost
by Drew Montgomery
QA in the games industry has always been a second thought, but the quality of our games is too...
  Getting the most out of your assets – The MonoGame Content Pipeline
by Simon Jackson
With MonoGame, we have the power of the content pipeline, but how do you effectively use it to save...
  (De)motivating players with “social pressure conditioning”
by Miroslav Martinovic
On how your game (and community) comments on mechanic can sometimes be more important than what the...
  Dynamic Scrolled List
by Emilia Szymanska
In the previous post about the basic scrolled list I listed out some performance issues that it...

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arrowPress Releases
How to Choose Your Game's Publisher
image Want to take your student project to the next level? Laura Bularca explains why, when, and how you should seek out help from a publisher.
Results from Game Design Challenge: Sell, Sell, Sell!
image Game Career Guide's readers take on the wild world of capitalism in our latest Game Design Challenge, producing these imagination-rich winning entries.
Exhibiting Your Unfinished Game: Do's and Don'ts
image Need to show off an unfinished game? Cloud Chasers designer Tabea Iseli explains how you can polish your flawed gems and make the most of showcase events.
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