Making the whimsical Monster Mingle: 2D art process and more
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
This Week in Video Game Criticism: From Polybius to pixel art
This week, our partnership with game criticism site Critical Distance
brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Video: Using a real-time feedback system to make better games
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica
helped the studio make a better game.
Our strange journey: Industry vets go from premium mobile to Steam hopeful
"So what did we learn together here? Donít be afraid to ask for what you want, as long as youíre being honest and arenít being greedy. Sometimes even if you donít think it can happen, life can surprise you."
Adding female Kerbals: The art iteration process
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Postmortem of the jam process: Looking back at our Ludum Dare meetup
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Design 101: Complexity vs. depth
"You might be seriously worried that the game simply wonít be deep enough to meet your design goals without the added complexity. Thatís a valid concern. Not once have I ended up adding the complexity back in."
Sunset: Not that seventies style
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset
Don't Miss: What does a game designer do, exactly?
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Get a job: Be a Cinematic Artist for Telltale Games
The studio responsible for (among other things) Game of Thrones
and The Walking Dead
are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
Video: Designing an immersive user interface for Hearthstone
senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Postmortem: Pac-Man, Iwatani's rhapsody in yellow
35 years ago today, Namco released Pac-Man
in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man
creator Toru Iwatani explains how.
Laid-off Zynga devs get a fresh start at a fantasy sports company
A former Zynga employee tells Re/code that roughly 38 of the 42 devs who lost their jobs when Zynga shuttered its Orlando studio this month have gone on to join fantasy sports game company Fanduel.
Who am I to tell their story? Writing for diversity
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Opinion: Why Guild Wars 2's 'execution'-style ban was a bad idea
ArenaNet recently banned an infamous hacker from its MMO Guild Wars 2
-- by way of virtual execution. But public humiliation is not really the way to go about it, argues Katherine Cross.
Learning a lot, fast by jamming in VR
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Tackling mental illness in game design: A Vanishing Point postmortem
A tough task: Representing mental illness with respect and relevance. "Vanishing Point
lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
Point-and-click in the age of touch: Interface design for adventure games
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Starting up a game business: Contemplating processes
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
How to use Photoshop Layer Styles: An advanced guide for game illustrators
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Desura is not paying developers, but promises a fix
After devs complain publicly about not being paid, the digital download platform releases a statement saying it's "working to correct" problems. Gamasutra speaks to its head of dev relations to find out more.
How Nintendo prototypes games, starring its first new IP in years: Splatoon
The road to creating the ink-based shooter -- which releases very soon -- was anything but smooth, a new interview with the developers reveals.
Tapping VR's potential for putting you into an experience
"Two years from now, I guarantee youíll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
League of Legends begins testing automated 'player reform' system
For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
Video: Study Sony's Morpheus Heist demo in action
Sony brought a Morpheus game demo to GDC this year that got a lot of people talking, and now VR-curious developers who missed it can now see how The Heist
works in action.