Q&A: How your games can find players, on recommendation site Product Hunt
Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
Toys and games come together, as Disney merges divisions
is having a big effect on the company, and its consumer products and interactive divisions are becoming one.
Shigeru Miyamoto isn't deeply involved in the Nintendo NX's design
"I’ve pulled myself back out of some of the hardware section... Of course I am observing and looking at the hardware, but I am not actively participating and making decisions."
Fallout Shelter's success is shaking things up at Bethesda
"First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
Video: The physics of proper pole control in Super Pole Riders
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders
Get a job: Red 5 is hiring an experienced Audio Programmer
developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
Budgeting for the most successful Kickstarter in video game history
veteran Koji Igarashi made $5.5 million for Bloodstained
, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Mojang closes the book on Scrolls
developer Mojang is wrapping up work on its strategic digital card game Scrolls
, noting in a farewell post that the game's servers will be kept online through at least July of next year.
Report: 24% of games in Steam's Summer Sale generated 94% of revenue
Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.
Don't Miss: Blizzard's Diablo II postmortem, 15 years later
15 years ago this week, Blizzard released Diablo II
. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Nvidia deconstructs its VR game rendering tech for developers
Nvidia continues to pitch devs on its VR tech with a technical deep dive into its "Gameworks VR" suite of virtual reality rendering tools written by a former Sucker Punch graphics programmer.
Taking your game the direction it wants to go, and finding an audience
A postmortem of Lemma
, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
Rewarding failure, and focusing on control in platformer design
Rude Bear Resurrection
focuses on tight control and on letting players -- all players -- make it through its masocore gameplay experience. Developer Alex Rose details both in this blog.
This Week in Video Game Criticism: What's old is Shenmue again
This week, our partnership with game criticism site Critical Distance
brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3
's Kickstarter to Tale of Tales' decision to take a break from game development.
Why did the ending of Mass Effect 3 sink the audience's opinion of the whole series?
"One has to wonder if the game would have benefitted from some kind of more enjoyable coda or epilogue. Going into that fun experience for just a few minutes might have made a large difference."
Getting the music right: Atmospheric vs. ambient
"Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
Designing a mobile game technology stack
"We have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was to be able to develop games in a short period of time by sharing the underlying technology stack."
6 lessons from developing Schell Games' VR project, I Expect You To Die
Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die
-- created after his years of experience in the medium, dating back to the 1990s.
Innovative VR ideas from Oculus jam winner Bazaar
won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
Get a job: Hangar 13 is hiring an experienced Level Architect
Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices.
Devs work with Apple to restore games cut for Confederate flag use
After a surprise culling yesterday, reports are coming in from affected developers that Apple is allowing games with Confederate flag imagery back on the App Store -- with some caveats.
Video: How Bungie built the technology to render Destiny
At GDC 2015, Bungie's Natalya Tatarchuk cracks open the renderer Bungie developed for its striking, open-world cross-platform shooter Destiny
to show fellow developers how it works.
Don't Miss: Classic Easter egg saboteurs, smugglers and stowaways
Developer Jamey Stevenson examines how and why Easter eggs came to be hidden in games from the likes of Maxis, Naughty Dog, Nintendo and Atari in this classic 2011 feature.
Robbie Bach remembers lessons learned from a decade leading Xbox
In a new interview with Polygon to promote his book, former Xbox chief Robbie Bach shares some interesting anecdotes about what it was like behind-the-scenes at Microsoft during the Xbox and 360 eras.
Composing adaptive music for games: Advanced concepts in Elias
A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."