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July 25, 2017
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  'Sometimes life isn't fair': Mario Kart director defends Blue Shell game design
image "When we've experimented without the Blue Shell, actually it feels like something's missing. Like there's something not quite enough in the game," Mario Kart director Kosuke Yabuki explains to Eurogamer.
  PS3 games are a big deal inside the Guantanamo Bay detention camp
image "We're constantly trying to increase the amount of games that we have," an officer at Guantanamo Bay tells Waypoint in a new feature on the camp's game library and how inmates make use of it.
  Video: Animating pups, boars & other quadrupeds in The Flame in the Flood
image At GDC 2017 The Molasses Flood's Gwen Frey, sole animator on The Flame in The Flood, discusses how to rapidly generate triple-A quadruped locomotion as an indie dev.
  Get a job: Be a Character Artist at Insomniac Games
image The folks at Insomniac Games are looking for an artist to join the team as a character artist working on the studio's upcoming Spider-Man game at its offices in Burbank, California.
  Kingsway dev says Tamagotchi and his gym helped save him from burnout
image Working out, napping, and digital pets are some of game development’s best-kept secrets.
  Roblox set to pay in-game devs over $30M in 2017
image Developers creating content for the game-within-a-game platform Roblox could see payouts totaling $30 million before year end.
1 Don't Miss: Dying Light: The Following devs share 5 tips for making great DLC
image From upping your level design game to introducing new mechanics, here are five tips from the developers of Dying Light: The Following devs on creating quality DLC.
  How Japanese game devs are coping with growing free-to-play pricing pressure
image As free to play and low-cost games become more commonplace on Steam and mobile, how are Japanese game developers adapting to make sure their full-priced offerings stay afloat in a competitive market?
  Blog: Why Behold the Kickmen is a surprisingly important game
image Behold the Kickmen is a pastiche on football, and in the following post I want to explain why I believe it could be a hugely important title for the indie scene, and perhaps even beyond.
  The 2018 Independent Games Festival submissions are now open!
image Hey devs! Submissions are now open for the 2018 Independent Games Festival, the signature competition for indie games, to be held for its 20th year during GDC 2018 in San Francisco next March.
  Starpoint Gemini Warlords is a 'community-developed' indie game
image Croatian indie studio Little Green Men incorporated a great deal of community feedback into its tactical space simulator Starpoint Gemini Warlords.
  Sponsored: Evolving the tech behind God of War
image As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
  Blog: Building interactions for 3DOF VR controllers
image A close look at developing comfortable and intuitive interactions for 3DOF VR controllers in Along Together on Daydream.
  Dying Light is still pulling in 500,000 weekly players
image Techland's parkour-fuelled zombie thriller Dying Light is still pulling in 500,000 players a week, despite launching in January 2015. 
2 Blog: A Kickstarter analysis of the Plague Inc. board game
image Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now, I want to share some of the lessons I've learned.
  Arms producer Kosuke Yabuki outlines Nintendo's prototyping process
image "Within Nintendo, individual people or teams have their ideas, and also we kind of choose the prototypes that are best suited to a team's skills to work on them."
  Blog: Thinking about game texture and liminal spaces
image On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.
  Blog: How to write reliable game code and avoid catastrophe
image Ubisoft gameplay programmer Bartlomiej Waszak presents solutions on how to write more reliable game code, and avoid common mistakes in game programming.
  Video Game Deep Cuts: Castlevania Go-es To Arms
image This week's longform articles & videos of the week include the making of the Castlevania Netflix series, hardcore Pokemon Go players, and an in-depth Arms interview.
  How Destiny 2's clan system is shaped by Super Bowl rings
image Game designer and Destiny 2 social lead M.E. Chung explains to the Financial Post how Bungie studies sports and team culture for inspiration in designing Destiny's new community & clan systems.
2 Kingsway's developer explains how to make the most out of your user interface
image We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
  Video: Avoiding the scourge of 'evil data' in playtesting
image At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
  Analyst: Dedicated mobile game players in Japan, South Korea now play 3+ hours/day
image The most dedicated mobile users are spending more time than ever playing games on their smartphones according to a recent report from the analyst firm App Annie.
  Get a job: Sony PlayStation is hiring a Sr. Animation Programmer
image Sony PlayStation is looking for an animation programmer to help develop next-generation animation systems for an in-progress title at its Bend, Oregon Studio.
5 Don't Miss: A look back at the development of Ori and the Blind Forest
image The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.

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2 Impostor Syndrome: I’m not really qualified to write this article
by Stuart Lilford
Ever felt like you're a fraud? Like you're faking it? That all of you're successes are attributed to...
  Why Behold the Kickmen is a surprisingly important game
by Troy Lonergan
Behold the Kickmen, a pastiche on football most certainly. In the following post I will explain why...
  Video Game Deep Cuts: Castlevania Go-es To Arms
by Simon Carless
This week's longform articles & videos of the week include the making of the Castlevania Netflix...
  Skip the “Game vs Story” and “Entertainment vs Practical-Utility” Traps: The Anatomy of Compelling Experiences
by Felipe Lara
Rather than thinking about your game in terms of "game vs story" it is more useful to think of it as...
  How Fire Emblem Heroes Made $100M from 10M Installs
by Anil Das Gupta
Fire Emblem Heroes has been Nintendo's most successful self-developed mobile game. But what makes it...

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arrowPress Releases
Indie Design Process: 13 Steps to Go from Idea to Coding
image Looking for inspiration? This step-by-step guide from Archmages Rises creator Thomas Henshell will kickstart your creative process.
Failing Like A Champ
image Learning from your mistakes isn't always easy. Nathan Ranney explains how failure can be an important step toward creating better games.
Tips for Path Animation in Unity
image University of Ontario Institute of Technology student Samantha Stahlke shares her team's techniques for Unity path animation, which proved crucial during a recent project.
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