Get a job: Double Fine Productions is hiring a Lead Animator
Double Fine, the studio responsible for Headlander
, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2
Video: Designing Sunset Overdrive for diverse protagonist genders/body types
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive
, and the lessons they learned in the process.
Don't Miss: Boss battle design and structure
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time
's Ganon and Portal
's GladOS -- through a thorough design analysis in this timeless post.
Dota 2's The International prize pool is the richest in eSports -- again
The prize pool for Valve's annual Dota 2
tournament The International, which begins next week, is at $18.6 million and rising -- making it once again the richest prize in eSports by a wide margin.
Legendary aims to develop Life Is Strange as a live-action series
Square Enix and developer Dontnod Entertainment have inked a deal with Legendary to develop a live-action series based on Dontnod's award-winning 2015 game Life Is Strange
Blog: Simple statistics for randomly positioning gameplay elements
Developer Ruben Torres looks at how to position specific gameplay elements in procedurally-generated levels.
At GDC Europe you'll see how The Witcher's living world was built
At GDC Europe
CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt
's remarkable open world.
Life is Strange dev expands with Dontnod Eleven partnership
The growing partnership will see both outfits work together to share "knowledge, expertise and resources in the years to come."
Blog: Unexpected anxiety following a moderate success
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Devs band together for Help: The Game to raise cash for War Child
A group of 11 developers, including Team 17, Rovio, and Bossa, and Creative Assembley, have released Help: The Game
to raise money for War Child.
Epic launches public bug tracker for Unreal Engine
"No longer will you have to wait, wonder or ask about the status of an issue whenever one of our support staff or engineers reference a JIRA ticket number on the forums or Answerhub."
Nintendo stays the course despite flagging sales and profits
Nintendo's financials for the quarter ended June 30, 2016, are out, and sales and profits have both taken a hit.
Blog: Testing for game development
"It doesn't matter what language, engine, API or platform you use. It doesn’t matter how many games you’ve made or plan on making or even the size of your games. This article is for you"
Blog: Pros and cons of Pokemon Go's monetization system
It's incredibly popular, but can Pokemon Go
cash in on its fame? Radiant World's monetization director Ramin Shokrizade finds out.
Writing romances in (non-romance) games
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic
, Shadow Realms
) explores the unique challenges writers face in creating meaningful romances for video games.
Apple iPads make a brief surge in 2016 third-quarter report
Apple's numbers remain steady as iPad revenues move upward for the first time in a while thanks to the launch of the iPad Pro.
Get a job: Deep Silver Volition seeks a senior Technical Artist
developer Deep Silver Volition is looking to bring on an experienced technical artist to take a senior position at its headquarters in Champaign, Illinois.
Video: Tips from Paradox on mixing history with game design
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Rad adds newer, faster game data compressors to its Oodle offerings
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few
's intriguing design and development.
Political snarls drive prominent game educators out of Wisconsin
Frustrated with an inhospitable political climate, University of Wisconsin-Madison game researchers/educators Constance Steinkuehler and Kurt Squire are planning to decamp for California.
Blog: Game UX Summit sessions roundup
Epic Games director of user experience Celia Hodent brings us a detailed roundup of the Game UX Summit.
Investors pour $55 million more into mobile game publisher Scopely
Mobile game firm Scopely has managed to raise $55 million in a Series B round of financing, and it plans to put that money towards expanding its developer ecosystem and investing in games.
A new breed of arcade: Putting devs' skill-based games on casino floors
Gamblit exec Darion Lowenstein speaks to how and why the company wants to work with devs to put simple video games on casino floors. Think '90s arcade games, but with the option to wager real money.
Report: NX could be a handheld system with detachable controllers
Anonymous sources have hinted Nintendo's next console, codenamed NX, could be a powerful handheld system with detachable controllers.