Blog: The algorithms of sensual touch
Patrick Jarnfelt, designer of
La Petite Mort, discussed the process of designing eroticism for touch devices while trying to be accepted by Apple and Google.
GDC Europe: Get a behind-the-scenes look at Call of Duty art production
Come to GDC Europe and check out the "Art Production for '
Call of Duty'" talk to hear Activision Blizzard's Carlos Garcia & Red Hot CG's Claas Grimm take you behind the scenes of AAA game production.
Overwatch gets Facebook Login and live streaming functionality
"Blizzard games are best when played with friends, so it's important to us to provide our players with features and services that make it easy and fun to share their experiences with each other."
Next Xbox One updates bringing Cortana and Windows marketplace unification
The next Xbox One updates, both of which will land this summer, will bring Microsoft’s Cortana voice assistant to consoles and start bridging the gap between the Xbox and Windows Stores.
Blog: Increasing mobile engagement through connectivity
Free-to-play
Total Domination developer Plarium attempts to answer the question: How will developers utilize connectivity to create improved mobile experiences for consumers?
Report: Puzzle & Dragons dev GungHo to buy back majority stake from SoftBank
The deal would be worth around $685 million, and would see GungHo repurchases its own shares for 294 yen ($2.74) each.
P.T.-inspired horror title Allison Road cancelled
"Sadly
Allison Road had to be canceled. Statement to come in the next few days. Thanks for all of your support, we're very sad it came to this."
Video blog: An inside look one motion capture studio
A peek inside Fast Motion Studios, which has worked on films such as Pacific Rim, as well as television and video games.
Why eSports tournaments make great venues for research
eSports tournaments provide an excellent sample for research, argues Tom Swanson with foundry10. Here, he shares his experience and advice for running research at competitive game events.
7 progression and event systems that every developer should study
We reached out to game developers and designers to talk about the growth of progression and retention systems in online games.
Video: Game design and mind control in Superhot
At GDC 2016, game director Piotr Iwanicki detailed
Superhot's design process and how its developers ultimately leaned in to the "mind control" elements of the game's narrative to build a better game.
Get a job: Infinity Ward is hiring a Technical Artist
The
Call of Duty studio is looking for a technical artist to specialize in materials and lighting and work alongside the team at the company's Woodland Hills, CA offices.
Frontier inadvertently drives Elite: Dangerous AI to create superweapons
Frontier's recently-released
Elite: Dangerous expansion had the unexpected consequence of empowering the AI to merge weapons and abilities, creating ad hoc superweapons that now threaten players.
The Wit.nes is a Witness demake for the original NES
Dustin Long has created a "demake" version of the game for the Nintendo Entertainment System,
The Wit.nes, as a "reinterpretation and tribute" to Thekla's recently-released puzzle game.
Minnesotan dev saved by surprise success of 3DS Minecraft-alike in Japan
Big John Games'
Minecraft-alike
Cube Creator 3D didn't make waves in the American 3DS eShop, but after selling 10x as much in Japan studio chief Ken Patterson says it basically saved the studio.
Don't Miss: 13 basic principles of gameplay design
In this classic feature, game developer Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games, adding his own new principle along the way. What principles would you add?
21 years later, Kenji Eno's 3DO cult hit D comes to PC
More than two decades after its 1995 release on 3DO, Kenji Eno's cult classic horror game
D became widely available on PC, Mac and Linux this week via the game revivication efforts of Night Dive Studios.
Growing up with game devs for parents: Life at the Romero house
"There’s nothing as good as being able to share your deepest love with somebody and have them look into the same little obscure glass with 35 years of games industry experience and say ‘I get it.’ "
Blog: Marketing tools for indie game developers
Here are a few basic tools and tips that indie game developers can use to get the word out about their games.
Get cutting-edge tips on building great game backends at GDC Europe
Come out to GDC Europe in Germany this August and catch a lightning-hot Programming talk from backend developer Kevin Daniel Setiono on the design of cutting-edge video game backend architecture.
This Week in Video Game Blogging: Moving forward
This week, our partnership with game criticism site Critical Distance brings us picks from their Senior Curator Zoya Street on in-game progress and stumbling blocks.
Join Gamasutra at the InnoGames Jam at Gamescom!
Gamasutra is joining the inaugural InnoGames Jam at Gamescom in Cologne, Germany this August as a media partner, and you should come too!
Blog: Releasing a LibGDX Java game on Steam
The indie developer behind Early Access sandbox game
The Hinterlands explains how to prepare and upload your LibGDX Java game to Steam.
Unity forward vs. deferred rendering path
One of the most important Unity features is the ability to choose a rendering path. To understand better why there is more than one rendering path, first you will need to understand the motivation behind it.
The small team behind Dangerous Golf's huge destructionfests
“We wanted to make a sports game and take the piss out of it,” explains Alex Ward of Three Fields Entertaianment. “It’s fun to see things break."