If you're coming to GDC 2017, know your GDC Code of Conduct!
is happening next week! As we prepare for the show, GM of GDC events and all-around Boss Lady Meggan Scavio is here to highlight the official code of conduct for GDC and its related events.
Vainglory dev releases toolkit geared toward community app creation
Super Evil Megacorp, the developer behind the mobile MOBA Vainglory
, has partnered with MadGlory to release both a developer API and online toolkit geared at community-created Vainglory
Flaregames to kick off $21 million accelerator for free-to-play mobile games
Flaregames has announced plans to invest a total of €20 million, roughly $21 million, into a new incubator focused on aiding game developers working on free-to-play mobile games.
Road to the IGF: Blendo Games' Quadrilateral Cowboy
Blendo Games' Brendon Chung speaks briefly with Gamasutra about the nuts and bolts of Quadrilateral Cowboy
's design, influences, and four-year development.
Goat Simulator dev Coffee Stain opens up new publishing arm
Building on its own experience self-publishing games, Coffee Stain Studios has set up shop as a game publisher and has already announced its first project.
Coming to GDC 2017 next week? Use these travel tips and discounts!
GDC officials have worked with local transit companies to arrange special discounts for GDC 2017 attendees! Also, they want to encourage attendees to get out and enjoy San Francisco during the how.
Game dev contractor Virtuos acquires Black Shamrock Studios
"By tapping into English-speaking European talent directly, this will accelerate Virtuos’ expansion of our advanced design and content creation capabilities, which our clients are demanding."
Blog: The Greenlight chronicles for Heart. Papers. Border.
An in-depth analysis and breakdown of the Steam Greenlight campaign behind indie strategy title, Heart. Papers. Border.
InnoGames picks up Warlords from Wooga to continue mobile expansion
represents a very good fit to our overall games portfolio, and is another important step in our transition to mobile."
Blog: Art tips for building believable forests
I've made quite a few forests over the years, and I've learned a few things you might consider to make your game forests more believable.
IO Interactive studio head leaves Hitman dev after seven years
"I am going to miss Denmark, the games we worked on, the studio itself, and most of all the people."
Blog: VR game development problems, and how we fixed them
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
FIFA 17 matches to be broadcast live on TV for the first time ever
Professional FIFA 17
matches will be broadcast live on British television for the very first time, marking another milestone moment in the history of eSports.
Blog: How to fill your days as full time indie
The first in a series of blogs showing the process behind game development from a 13-year full-time indie dev, covering everything from keeping dedicated to the work to running your own business.
How John Romero created the tile editor behind Wolfenstein and Rise of the Triad
John Romero talks to David Lightbown about TEd, the tile editor he created that would eventually be used to ship 33 titles including the Wolfenstein
series, Rise of the Triad
, and many more.
When you should - and shouldn't - be making your game in VR
For Ted Price, CEO of Ratchet & Clank
studio Insomniac Games, the move into VR is one fraught with challenges, but the payoff could be considerable.
Ongoing SAG-AFTRA strike raises fresh questions about game dev unions
"What if actors get royalties and the programmers don't? You can imagine what that could trigger," composer Tommy Tallarico told Motherboard. "The reality is that it should."
GDC 2017 is next week! Follow along on Gamasutra's official event page
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
Watch Double Fine devs work out how to make Psychonauts work in VR
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin
mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
Get a job: thatgamecompany is hiring a Graphics Engineer
Santa Monica-based thatgamecompany is looking for a Graphics Engineer to deliver the kind of visual spectacle and rich moment-to-moment feedback that helped define the studio's previous game, Journey
Round 2 of Project Discovery seeks to use Eve Online to discover actual planets
’s latest foray into crowdsourced, citizen science uses in-game player exploration data to advance real-world efforts seeking to discover planets beyond our solar system.
Take your career in games to the next level at GDC 2017!
GDC is happening next week
, and show officials want to remind you about the great career growth and networking opportunities attendees can take advantage of at the show!
How Overwatch's bleak beginnings turned into positivity and inclusiveness
Blizzard’s online shooter hit Overwatch
is unlike other shooters in that it’s injected with a lot of whimsy, but the game’s fantastic and joyful nature was born out of a bleak situation.
Lumberyard 1.8 introduces toolset to simplify cloud-based features
The 1.8 beta update hit Amazon’s Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Alt.Ctrl.GDC Showcase: SetApp's The Heist
has two players working together to rob a bank -- one in VR navigating the bank, and the other hitting switches and connecting cords on a control panel, trying to help the VR player along.