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.
5 awesome hacks for exhibiting your indie game at PAX or GDC
"With a limited budget, it’s critical to be as efficient as possible, and small edges really add up. These tricks likely made hundreds of real dollars of difference in the effectiveness of our booth."
Free-to-play: What about player skill?
"Those 'near misses' keep the player feeling like they can beat the level, they just need to play a few more times or convert. With higher player skill, this becomes much more difficult to achieve."
Game Design Deep Dive: Traffic systems in Cities: Skylines
Colossal Order launched Cities: Skylines
earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
5 best practices for cost-efficient user acquisition
"Building and executing a cost-efficient user acquisition strategy is a cornerstone of mobile game monetization." Here are "the best — and most economical — ways to attract new players."
Zynga faces revived fraud lawsuit: Did its execs lie to investors?
In a ruling in San Francisco, U.S. District Judge Jeffrey White ruled that shareholders can pursue claims alleging that its execs took advantage of investors.
User experience insights: Criminal Case
How could the popular casual title's UX be improved? This post by a Gameloft UX designer takes a critical look at the hit, and offers suggestions for making it better.
Get a job: Sony Santa Monica seeks a Senior Programmer
Sony's Santa Monica branch is looking for an experienced programmer to code graphics and engine tech alongside the God of War
How we, as devs, can engage and contribute to our local community
"Community engagement is something we’ve always been involved with since the get-go. It’s a side activity for us, but nevertheless important, and about high time we put together a summary of our activities."
Putting a fake nose in your VR game may make it less nauseating
Researchers at Purdue University believe that rendering a virtual nose in your first-person virtual reality game can help extend the amount of time people can play it without feeling sick.
Don't Miss: Successful principles of an indie game bottom feeder
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Level design for melee combat systems: Talking to the experts
On combat, with God of War
's Alex Sulman, DmC: Devil May Cry
's Rahni Tucker, The Last of Us
' Anthony Newman, Aztez
's Ben Ruiz, Dead Island 2
's Daniel Nordlander, Killzone
's Doug Walker, and others.
Road to SXSW: The ups and downs of showing off our game
A critical look at SXSW's indie area -- a very different environment than PAX or GDC: "What went right, what went wrong, and then summarize with what I think should happen in the future."
How we replaced Steam Workshop with Google App Engine
"We have found Google App Engine to be an incredible resource for our server infrastructure. This allowed us to build a scalable backend that handles authentication, workshop uploads, and build distributions."
You can now make games for Facebook's mobile Messenger platform
Facebook has announced and launched an in-messenger app platform at F8, allowing developers to create apps and games for its standalone Messenger mobile app -- a la LINE or WeChat.
Programming RTS unit movement in Unreal Engine 4
"I’ve just finished refactoring a movement component for spaceships. In this post, I’d like to share my experience with you and talk about Navigation Volumes, Movement component, AIController and Pawn."
Thinking about people: Designing games for social simulation
Mitu Khandaker-Kokoris (Redshirt
) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Rust experiments with racial empathy by assigning players' skin tones
The latest Rust
update assigns all players a permanent, randomized skin tone and face. Developer Garry Newman says it's led to an increase in racism, and also some intriguing player behavior.
Valve updates devs on the Steam Discovery changes
"Thanks to the Discovery Update, customers appear to be getting better and more personalized information, and acting on it," the company says, in a new blog post.
One Life Left vs. Gamasutra GDC Podcast #3: Talkin' Butt Sniffin' Pugs and more
Revisit GDC 2015 with our guests including Mike Bithell (Volume
) Cliff Harris (Positech), Christy Marx (Zynga), Drew Murray (Insomniac) and a chat about Butt Sniffin' Pugs
Gabe Newell shares how a flat structure helps Valve succeed
In an email exchange, the co-founder of Valve explains exactly why its flat structure works well, and how he hopes to take a more active role now that it's matured.
Facebook F8: New services for devs, including ads, in-game gifts, analytics
Today in San Francisco Facebook kicked off its annual conference, F8, and announced a swath of new features. Here's a collection of those relevant to game devs.
343 dips its toes into F2P with Russian beta of Halo Online
The folks at 343 Industries are testing the waters of free-to-play Halo
by beta-testing a multiplayer-only PC version of the game this spring -- in Russia.