Former Call of Duty, Lost Planet developer Spark Unlimited ends game dev
The Los Angeles-based studio which last developed Yaiba: Ninja Gaiden Z
for Tecmo Koei has shut down according to evidence from across the web.
PlayStation Now continues rollout to PS3, with Vita not far behind
Sony confirms that in less than two weeks, its streaming service will roll out to the PlayStation 3... and is already playable on Vita.
5 tips for increasing F2P monetization, from Monster Legends' devs
"We asked him how indie devs can think about monetization for their mobile game more creatively, and boiled down his words of wisdom into these five tips."
Get a job: Be a Senior Technical Artist at NetherRealm Studios
The team responsible for Mortal Kombat X
seeks an experienced technical artist to join the team at its Chicago, IL studio and improve the studio's workflow for creating assets for games.
This War Of Mine and the challenges of making games about war
Speaking to The New Yorker, 11 Bit Studios reflects on why This War Of Mine
is so unlike all other modern war games, and what burden designers bear for drawing inspiration from real conflicts.
Android vs. iOS and the YouTuber effect: Mobile sales for Prison Life RPG
This dev spent a year developing the premium-priced Prison Life RPG 2
for iOS and Android. Was it time well spent? This post offers a dive into the sales numbers and what affected them.
Don't Miss: The classic postmortem of Shadows of the Empire
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire
Video: Will Wright tries to design humanity's last game
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
The shape of the global game market, through 2018
Data from Digi-Capital takes a look at the growing slice of the pie mobile games represent in the overall business -- and the impact of Asia on the games market -- through 2018.
Using frame data to aid asymmetrical balance in fighting games
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High
's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
This Week in Video Game Criticism: From Bloodborne to Dracula
This week, our partnership with game criticism site Critical Distance
brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne
Not every game has to be free-to-play
"What I am saying is, 'Not every game has to be F2P'. Some games, like Monument Valley
by ustwo or Year Walk
by Simogo, are built as experiences focused on immersion."
GDC Europe 2015 calls for Innovative Games Showcase submissions
GDC Europe 2015
organizers have opened call for submissions
to the second annual European Innovative Games Showcase at the Cologne, Germany show this August.
I hate my popular game: A Star Driller Ultra post-mortem
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
How thinking about mobile video ad placement boosted our revenue
"This relatively straightforward fix in the ad set-up resulted in increased ads per DAU. Specifically, there was a 50 percent increase in ads per DAU on iOS and a 70 percent increase on Android."
Tengami: The art of a folding world
is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
'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
"Let’s 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."