Quick tips from a game dev attorney
In the guise of "legal spring cleaning," attorney Zachary Strebeck offers a list of suggestions of things you ought to be sure to take care of, as an independent developer.
Game jamming during a game convention
"Overall, it was a great experience for us. It was a great team building exercise for us. It helped us get a better feel for working together more closely and during a deadline."
Remaking Gabriel Knight: A 20th-anniversary postmortem
This in-depth postmortem tackles the new remake of Gabriel Knight
: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Casual casino game studio Idle Gaming acquired by GSN Games
Casino games are still hot in the casual industry, real-money transactions or not, as this latest purchase proves.
Get a job: Be a Software Engineer for Shield Break Studios
California's Costa Mesa-based indie outfit Shield Break Studios is looking for an engineer skilled in C++ to help with server development of their inaugural game Bierzerkers
New Twine game simulates life as a AAA game writer
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
Call for Blogs: MOBAs, from design to business, and onward
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Video: Remembering LucasArts' groundbreaking Maniac Mansion
Ron Gilbert shares an "odd collection of memories" about the making of 1987's Maniac Mansion
, the influential point-and-click adventure that began what many consider a golden era at Lucasfilm Games.
Don't Miss: The undying allure of the Metroidvania
From Axiom Verge
creator Tom Happ to Symphony of the Night
's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Sunless Sea sales and funding data: From Early Access to final release
Rich data on the indie game: "On 1st July, we launched on Steam. Across all channels – our website, Steam and the Humble Store – we sold 28,423 copies in July. Of those, 72% were in the first week."
Recreating inFamous: Second Son's neon run-effect in Unity
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son
. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Games, stories, and words: Can we bridge the divide in our debate?
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
How to create immersive game intros
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Blog: Strategy game UI dos and don'ts
"Thinking more about it and what makes a good UI, I return back to Rise of Nations
, and how it really was and still is ahead of its time, with one of the best UIs I've seen."
The History of Captain Forever
Veteran indie games developer Farbs details the checkered history of his Captain Forever
series of games.
One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
10 can't-miss video postmortems from the GDC Vault
From Steamworld Dig
, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Get a job: Sucker Punch seeks a Narrative Writer
developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Don't Miss: Boss battle design and structure
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time
's Ganon and Portal
's GladOS -- through a thorough design analysis.
How analytics and ads can work together in your game
"With data-driven models, you can see exactly what source is bringing consumers in, which source they’re passing over, which source finally drives them to buy."
Soon you'll be able to sign up for Valve's Vive VR dev kit
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Quebec reinstates video game tax breaks
A new budget means new tax breaks: The Quebec government has restored the 37.5 percent credit for game development, which was slashed last June.
How to implement in-game player feedback forms
"As developers we need to make it as frictionless as possible for players to communicate feedback to us - otherwise most won't bother. This is the beauty of this system."
Running an indie studio: Biz lessons, one year in
A year in to running SassyBot Studio, Elwin Verploegen shares tips on running a business -- from the initial founding agreements to accounting and planning development.
GDC Europe 2015 call for papers ends soon!
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.