Tracing Sega's origins back to jukeboxes and Japanese 'gun corners'
"We decided to manufacture [light] guns & flippers ourselves in Japan, which led us to start developing our own arcade games," said former Sega exec Akira Nagai. "That was the official start of Sega."
Video: Avoid mistakes when putting together a creative portfolio
Art directors and lead artists from various studios give valuable advice on putting together a portfolio in this GDC 2018 Game Career Seminar session.
SpyParty's Chris Hecker shares lessons from his long dev cyle
We sat down with SpyParty
lead developer Chris Hecker to talk about what he's learned in the many, many years spent making this 1v1 online multiplayer game.
Ragnarok Online shutting down European servers after 14 years
servers are shutting down across European regions on May 25.
Nintendo says innovation is a byproduct of its creative process
Nintendo's general manager of development Shinya Takahashi discusses the design philosophy held at Nintendo.
Weekly Jobs Roundup: Remedy, InnoGames, and more are hiring now!
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry. Here are just some of the many, many positions being advertised right now.
God of War among the few AAA games to be localized for Croatia
God of War
has been fully localized for Croatia, becoming one of few large triple-A titles to be officially translated and localized for the Croatian games market.
343 clarifies Halo modding policy as fan-led Halo Online revival gets the axe
developer 343 Industries has put the kibosh on a fan project that sought to revive a canceled Russia-only game called Halo Online
Don't Miss: A deep dive into how devs maintain tension in Nex Machina
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge.'" - Henri Mustonen, Senior Level Designer at Housemarque.
Join Gamasutra and Chris Hecker for a chat about SpyParty at 3PM EDT
Watch us play some SpyParty
while chatting with developer Chris Hecker today at 3PM EDT.
Social AR games are coming to Snapchat
Snapchat plans to introduce a number of AR games as interactive ‘lens’ camera overlays, starting later this week.
Blog: Why Atari's infamous E.T. tie-in isn't half bad
Atari's infamous E.T. tie-in gets a lot of stick, but it is possible to enjoy, and it's arguably better than Warshaw's previous hit Raiders Of The Lost Ark
Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat'
DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold
, and how it's collaborating with Aardman Studios.
Xbox marketing lead Albert Penello leaves Microsoft after 18 years
Penello had recently been leading the worldwide go-to-market strategies for all Xbox consoles, from the standard Xbox One to the supercharged Xbox One X.
Blog: Designing a convention booth
In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
Belgian Gaming Commission declares loot boxes illegal
The Belgian Gaming Commission has declared loot boxes illegal, following in the footsteps of their Dutch counterparts who reached a similar decision last week.
Norwegian studio nets $400K to finish co-op puzzler Pode
Norwegian indie outfit Henchman & Goon has netted $400,000 to push ahead with the development of its co-op puzzler, Pode.
Blog: Standing out in a saturated market
Bot School Games co-founder Chris Cobb explores some of the traits that can help a game stand out in in a saturated market.
How many wishlists should your game have when launching on Steam?
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Don't Miss: How to train players right, so they don't hate learning to play
In this timeless article, designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game
Video: The rocket science behind Rocket League's physics
Lead programmer at Psyonix Jared Cone discusses the rocket science behind Rocket League's
Death Road to Canada devs delay release out of respect for recent tragedy
Ukiyo Publishing postpones the console release of Death Road to Canada
following the incident in Toronto yesterday involving the death of ten pedestrians.
Get a job: Join Insomniac Games as a Gameplay Programmer
Insomniac Games is looking for a dev to join its team and help it build mechanics, weapons, and creative enemies for its next project.
Sonic Mania surpasses 1M sold worldwide
The retro Sonic the Hedgehog
reimagining has now sold over 1 million copies worldwide, eight months out from its release.
Nintendo Switch hardware exploits cannot be patched out
Two hardware-based exploits for the Nintendo Switch have been released, allowing for users to run custom homebrew apps and games on the console.