Video: 'The future of the PlayStation' from Phil Harrison, in 2000
Former and longtime Sony exec Phil Harrison's fascinating GDC 2000 Sony keynote, given ahead of PlayStation 2's Western launch -- right before the console went on to win the world.
Don't Miss: Fixing Final Fantasy XIV
This candid 2011 interview sees producer Naoki Yoshida setting out on his journey to redevelop Final Fantasy XIV
into A Realm Reborn
: A Quixotic quest, ultimately successful.
Get a job: ToyTalk is seeking a Gameplay and Prototyping Engineer
Kids' game studio ToyTalk is looking for a high-level Gameplay and Prototyping Engineer to work alongside the company's Chief Creative Officer.
True virtual reality: The race to build a 'metaverse'
Want to know what companies are gunning to build the next-generation virtual meeting space? A new profile looks at all of them.
$18m for Dota 2's The International makes for the richest prize in eSports
The biggest prize in eSports gets bigger than ever, as the finals kick off at Seattle's Key Arena. The winning team will take home more than $6 million.
Summer Games Done Quick speedrun marathon raises $1.2m for charity
Almost doubling last year's total, speedrunners raise well over a million dollars for Doctors Without Borders.
PlayStation exclusive DriveClub goes double platinum
Troubled PlayStation exclusive DriveClub bounces back to go double platinum -- even if it's caused the company, and its developer, no end of headaches.
Reducing difficulty dynamically and invisibly
"The key is that dynamic difficulty, when it’s done right, is about tailoring the overall curve of the entire game to each player, and not simply removing a challenge if they fail at it a few times."
Key takeaways from Epic's open development of Unreal Tournament
Senior designer Jim Brown took the stage at GDC Europe today to talk about some of the lessons the Unreal Tournament
team has learned about open development and turning players into contributors.
Autodesk Stingray game engine to launch later this month
You can get your hands on the tool, by subscription, on August 19; later in the summer, Maya LT subscribers will get it bundled for free.
Lessons learned while fixing memory leaks in Unity
Boss Fight Entertainment CTO Rich Geldreich shares a list of practical tips and lessons learned when fixing a major, game-crashing memory leak in Unity.
No place for third-party exclusives in Microsoft's long term plan
Third-party deals are left behind as Microsoft's Phil Spencer reveals new first-party focus.
What does player retention look like for a week-long game?
Ron Carmel on Subterfuge
's retention: "We know this is not a mass market game. Those who love it will happily stick around and those who don’t are better off not playing."
Cambridge researchers use brain training game to treat schizophrenia
A research team out of Cambridge is using a brain training game to combat day-to-day schizophrenia symptoms.
GDC Europe is this week! Follow Gamasutra's coverage right here
Follow Gamasutra's coverage of news, interviews, and presentations from this week's GDC Europe 2015, straight from Cologne, Germany.
This Week in Video Game Criticism: From cat collection to Metal Gear codec calls
This week, our partnership with game criticism site Critical Distance
brings us picks from Kris Ligman on topics ranging from the zen patience of Metal Gear Solid
's codec calls to the feline indifference of mobile hit Neko Atsume
Cat and mouse: How Bohemia bags cheaters in DayZ
After studying them intently for some time, DayZ
associate producer Eugen Harton shares lessons learned on how to detect and combat cheaters in your own game.
Yearly revisions the secret to Nintendo's handheld biz
Analyst Matt Matthews charts how the company's flagship console products keep on keeping on, thanks to a yearly upgrade cycle.
Advice on making believable VR games, from a Sony Morpheus dev
At GDC Europe today, SCEE's John Foster shared advice for fellow devs on making believable, enjoyable VR games based on his experiences crafting Project Morpheus demos like The London Heist
How CD Projekt Red made crafting work with Witcher 3's dynamic economy
At GDC Europe, CDPR's Matthew Steinke offers a behind-the-scenes look at how he led design of The Witcher 3: Wild Hunt
's crafting system and how he made it play nice with the game's dynamic economy.
Demaking Outer Wilds
"We needed a way for players to test the game's entire narrative structure in a fraction of the time it would take during a normal playthrough." Hence, a demake of the IGF winning game.
Nikkei reports on Konami's controlling corporate culture
Japanese site Nikkei
has reported on the details of the internal culture at Konami, illustrating an environment of control and surveillance.
Gameplay vs. story: How to strike the balance you want
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light
) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
How I recreated the hallway from P.T. in Unity
How one developer recreated the infamous (and now deleted) demo for Hideo Kojima's Silent Hills
in Unity: A complete look at the entire workflow.
Get a job: Square Enix is seeking programmers for its Tokyo studio
Want a chance to work in Tokyo? Square Enix is seeking "seasoned engineers" to work on its next-generation tech: the Luminous Engine.