EA reaps big profits as digital sales trump physical
Electronic Arts has made a public accounting of its 2015 fiscal year, and the company seems to be doing better than expected on the back of digital game downloads and add-on content sales.
Get a job: Irrational Games is seeking a Senior Programmer
The original BioShock
developer is seeking a new high-level programmer to focus on AI and gameplay -- with a lot of responsibility.
Video: Making linear level design feel non-linear in Gone Home
At GDC 2015, Fullbright's Kate Craig and Steve Gaynor take the stage to discuss the level design techniques they used to breathe life into the lifeless 3D levels that make up Gone Home
Accused of fraud, Interzone chief may face federal jail time
Serial game studio exec Marty Brickey is reportedly facing multiple federal charges of wire fraud and money laundering, which all together carry a maximum penalty of up to 120 years in prison.
Don't Miss: A look back at the history of Tony Hawk's Pro Skater
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater
, the game that popularized a niche genre and sparked a host of imitators.
Q&A: What's next for Daybreak, now that Sony's MMO studio is on its own
Gamasutra speaks to Daybreak chief John Smedley and senior exec Laura Naviaux about why the company formerly known as SOE was sold by Sony, why it laid off so many people, and what comes next.
GOG is kicking its Steam competitor into open beta
This is most interesting to game developers because it heralds the arrival of a fresh challenger to the PC game client arena, which already includes Steam, Origin, Ubisoft's uPlay and Trion's Glyph.
Virtual game dev: How I learned to love remote workers
A look at what makes remote working work
, and tips on making it work better -- from an experienced dev who worked remotely for a major studio.
Apply now to be a volunteer GDC Europe 2015 Conference Associate
GDC Europe officials are taking volunteer applications for the Conference Associate
program from now until May 25th. Volunteers will receive a pass to the Cologne, Germany show in exchange for about 14 hours of work.
C# memory and performance tips for Unity
"In the end, this list is not a set of rules set in stone, they're just opportunities. I actually really like Linq, foreach, and other productivity extensions, and use them often."
The creative influences of Sunset
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Start testing, already!
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Six stages of game dev community development
Vlambeer's Rami Ismail: "Game development communities tend to develop along very similar lines, and at some point Iíve started to mentally organize these community growth thresholds into a model."
Postmortem: Moon Studios' heartfelt Ori and the Blind Forest
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid
-inspired Ori & The Blind Forest
Former Call of Duty, Lost Planet developer Spark Unlimited ends game dev
The Los Angeles-based studio which last developed Yaiba: Ninja Gaiden Z
for Tecmo Koei has shut down according to evidence from across the web.
PlayStation Now continues rollout to PS3, with Vita not far behind
Sony confirms that in less than two weeks, its streaming service will roll out to the PlayStation 3... and is already playable on Vita.
5 tips for increasing F2P monetization, from Monster Legends' devs
"We asked him how indie devs can think about monetization for their mobile game more creatively, and boiled down his words of wisdom into these five tips."
Get a job: Be a Senior Technical Artist at NetherRealm Studios
The team responsible for Mortal Kombat X
seeks an experienced technical artist to join the team at its Chicago, IL studio and improve the studio's workflow for creating assets for games.
This War Of Mine and the challenges of making games about war
Speaking to The New Yorker, 11 Bit Studios reflects on why This War Of Mine
is so unlike all other modern war games, and what burden designers bear for drawing inspiration from real conflicts.
Android vs. iOS and the YouTuber effect: Mobile sales for Prison Life RPG
This dev spent a year developing the premium-priced Prison Life RPG 2
for iOS and Android. Was it time well spent? This post offers a dive into the sales numbers and what affected them.
Don't Miss: The classic postmortem of Shadows of the Empire
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire
Video: Will Wright tries to design humanity's last game
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
The shape of the global game market, through 2018
Data from Digi-Capital takes a look at the growing slice of the pie mobile games represent in the overall business -- and the impact of Asia on the games market -- through 2018.
Using frame data to aid asymmetrical balance in fighting games
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High
's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
This Week in Video Game Criticism: From Bloodborne to Dracula
This week, our partnership with game criticism site Critical Distance
brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne