How small-scale studio Vector Unit optimized for big-scale success
A case study of an indie studio. Using its own engine technology, the tiny team at Vector Unit has released 8 titles across nine platforms in the last ten years.
Early Access has changed We Happy Few -- and helped the dev quadruple in size
"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team."
Valve says it's cracking down on big key requests to combat Steam skulduggery
Valve confirms that yes, the company is more closely scrutinizing devs' outsized requests for Steam keys in an effort to combat people using them as "a way to manipulate Steam systems."
505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant
The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld
, which is expected to ship on PC in the latter half of next year.
Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Slime Rancher passes 1 million sold
Monomi Park’s plorp-filled adventure has passed 1 million sold (or 4.5 million counting Games with Gold downloads) just weeks after leaving early access.
Get a job: Visual Concepts is hiring an AI Software Engineer
Visual Concepts is seeking software engineers with experience in gameplay systems including AI behavior trees and animation control logic.
Blog: Making a game maker - Hatching Chicken Wiggle
Here's how I make my very own game maker Chicken Wiggle
, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo.
Kickstarter expanding to welcome Japanese creators this September
Previously, Japanese developers and creators looking to launch a project on Kickstarter needed to forge an international partnership to launch a crowdfunding campaign.
Valve engineer comments on restrictions to high-volume Steam key requests
As a developer, next time you request Steam keys for your game, remember that Valve is checking in on whether or not you really need
Don't Miss: StarCraft Remastered dev analyzes the enduring appeal of StarCraft
Nearly 2 decades after Blizzard released StarCraft
, the game is still being played at a pro level. Why? StarCraft Remastered
lead Pete Stilwell shares his thoughts on what makes an RTS game great.
Blog: Some do's and don'ts for solo game devs
What are the dos and don'ts when developing a game from scratch by yourself? Well, here's what I got wrong and right during the creation of my game, Mayhem Above
PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!
Hey devs: the call for submissions
to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
Gearbox to publish procedurally-generated thriller We Happy Few
Gearbox Publishing has agreed to publish Compulsion Games' procedurally-generated dystopian thriller, We Happy Few
Blog: Why do people play games for years?
This post highlights some game systems in Kongregate's mobile publishing portfolio that successfully drive long-term player retention.
The Long Dark director explains why the right studio space is critical
"What you realize when you work in a large studio environment -- you know, at a Ubisoft or a Relic with a larger team -- is that working remotely isn't really a discussion point."
Blog: An indie perspective on the SAAM Arcade 2017
A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum Arcade and had an absolutely incredible time. Here's what I learned from the event.
Deep Silver has agreed to publish Shenmue III
"I am very pleased to secure this global partnership with Deep Silver, which is comprised of incredible men and women who have a deep passion for bringing Japanese titles to the rest of the world."
Blog: Journey across the mainstream - Games for my father
My father enjoys classical music, stage-theater, and HBO. Here's how I got him into video games.
Bringing Piczle Lines DX from mobile to Nintendo Switch
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
'Let's get that in a box': How Media Molecule's Siobhan Reddy ships games
"If you don't keep moving, you can work on something forever," the studio director and cofounder tells Glixel. "I think that's probably my most overused phrase: 'Let's get that in a box.'"
Agents of Mayhem's design director discusses open-world development
We talked to Agents of Mayhem's
design director to learn more about how Volition is building open-world games these days.
Video: Making better games through neuroscience-- and good UX
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
How one dev aims to thwart arranged marriages through game design
Returning to Pakistan after her H1B visa expired, designer Nashra Balagamwala aims to release her board game Arranged! to both raise awareness of arranged marriages -- and help her avoid one herself.
Get a job: SYBO Games is looking for a Sr. Game Designer
The team at SYBO is looking for a senior designer to join them in their mission to make unique, creative games that capture the hearts of fans around the world.