Blog: Developing the visuals for Warhammer 40,000: Space Wolf
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf
Blog: Captivating players by evoking presence
Playing a video game can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.
FoldIt dev has a new game that's helping map the human brain
"You can see this as symbiosis -- computers learn from what people are doing and they do better," Center for Game Science director Dr. Zoran Popovic tells The New York Times about its new game Mozak
Days Gone has driven Sony Bend to more than double in size
Oregon newspaper The Bulletin reports Sony's Bend Studio is moving into a bigger office building later this year as it continues toÊwork on its post-apocalyptic PlayStation 4 game Days Gone
Take-Two prods mod team to stop trying to recreate Red Dead Redemption in GTA V
After reportedly being contacted by representatives of Rockstar parent company Take-Two Interactive, a team of modders are canning their ambitious efforts to recreate one Rockstar game inside of another.
Video: Game localization shenanigans in the Chinese-speaking world
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
Get a job: Sony PlayStation is hiring a Sr. UI Tools Programmer
Sony's Santa Monica Studio is looking for a self-motivated Senior User Interface Tools Programmer to join its team in Playa Vista, California.
NPD has been underestimating digital game sales since at least 2010
New, 'restated' reporting from NPD shows that spending on game software has actually been increasing steadily since 2010, whereas previously reported data showed somewhat of a spending plateau.
Don't Miss: What can game designers learn from the original Legend of Zelda?
Can the original Zelda
game still have things to teach designers? Mike Stout (Skylanders
) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Eye tracking tech offers a closer look at Overwatch's UI in action
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch
Understanding the psychology behind 'Pay-to-Loot' systems
"Our brains are wired to try to make sense of unexpected things. When you have a random number determining what loot you get, you're going to get an unexpected predictable result every time."
Just Cause dev Avalanche nets $10M to double down on self-publishing
and Mad Max
developer Avalanche Studios has netted $10 million in funding to accelerate its plans to create and self-publish future titles.
Everything creator David OReilly explains how artists can forge their own path
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Making repeated deaths a reward in What Remains of Edith Finch
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch
turns death into a key feature of story progression.
Video Game Deep Cuts: Deus Ex's China Lineage
This week's highlights include a classic Deus Ex
postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2
mobile game, among other things.
How the art of Guild Wars 2 is designed not to look dated over time
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we don't want our game to look dated after many years."
Before Star Citizen, there was Wing Commander: How Chris Roberts got his start
History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander
) to the bedroom computing era of British game development.
How Everything connects the arts of animation and game design
There's a subtle link between Everything's
playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Video: Put a face on it! The aesthetics of cuteness in game design
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched
) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Get a job: Digital Extremes is hiring a Sound Designer
Digital Extremes is looking for a Sound Designer to create engaging and detailed sound design for levels, cinematics, marketing and more in London, Ontario, Canada.
Valve aims to improve Dota 2 matchmaking by tying phone numbers to accounts
Valve hopes to cut down on the number of people that use multiple accounts by requiring players to register a phone number prior to joining ranked queue.
Don't Miss: Multiplayer level design tips from a Call of Duty modder turned pro
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty
Stephens College is now the first all-women's school to offer eSports scholarships
The Missouri-based institution now counts eSports, specifically Overwatch
, among its nine athletics programs and is offering partial scholarships for players that join its team.
Chat with David OReilly, creator of Everything, today at 3PM EDT
We're chatting with indie game developer David OReilly while playing Everything
today at 3PM EDT.
Twitch launching affiliate program to make monetization mainstream
Twitch's new Affiliate Program will let qualifying content creators outside of the Partners bubble earn revenue through on-platform tools.