Blog: They shout louder
"'They shout louder because theyíre losing.' I donít think itís true, because I think the capital C Conservative group of people who play games arenít losing. The more I think about it, the more I believe they lost years ago."
Blog: Pretend it matters - a Ludum Dare postmortem
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Selling a game before it's 'done': Tips and insight for paid alphas
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
A peek at the metal: Metro dev talks PS4 vs. Xbox One performance
"We may push 40 per cent more pixels per frame on PS4, but it's not 40 per cent better as a result... your own eyes can tell you that."
Video: A Lucasfilm Games postmortem, told by those who lived it
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Get a job: WB Games / Monolith seeks a senior software engineer
The Washington-based studio working on Shadow of Mordor
is looking for an engineer to help plot the future of its graphics technologies.
Wage gauge: Industry salary stats from the 2014 Game Career Guide
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey
Don't Miss: Composition in level design - An in-depth examination
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Blog: On the brink of a nervous breakdown
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
How the Jagged Alliance 2 developers dealt with '90s gun culture
An interesting excerpt from game industry veteran Darius Kazemi's book on Jagged Alliance 2
elucidates how the game drew upon -- and later shied away from -- contemporary gun culture.
GOG moves to diversify its lineup by adding DRM-free films
Gog.com has long billed itself as a digital distribution platform for DRM-free PC games, and now it's expanding that remit to encompass DRM-free movies as well.
Enjoyment and self-determination in winning video games
How challenging is too challenging, and how challenging is just right? Researchers work to determine whether players like winning more than they like struggling to win.
Reminder: GDC 2015 call for submissions closes tomorrow!
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference
in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Designing achievements: How good should I be at my own game?
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
All I needed to know (about games) I learned from Dungeons & Dragons
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Game Design Deep Dive: Amnesia's 'Sanity Meter'
Amnesia: The Dark Descent
's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Call of Duty audio boss Adam Levenson joins SomaTone as COO
SomaTone Interactive, a music and sound design company that provides hundreds of developers with audio for games, has hired industry veteran Adam Levenson as its new chief operating officer.
Half of UK devs plan to make games for next-gen consoles, new survey suggests
While the majority of game developers in the UK are currently building games for mobile platforms, a new survey suggests that a boost to next-gen console development may be on the cards.
Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
The perils, opportunities, and responsibilities of Steam Early Access
Prominent Steam Early Access developers weigh in on the state of the service -- how it helps them make games, but how its reputation is beginning to hurt them, too.
Nintendo hopes to reel in fans with Mario Kart 8 crossover DLC
Nintendo brings in Zelda
's Link and Animal Crossing
characters, as well as robust additions to the game, to further entice its fans.
The West Bank has its first game developer
"I truly believe that Palestinians are very innovative and out-of-the-box thinkers. Itís something that is required in our day-to-day life, and Iím certain that, when given the chance, this makes our games different."
Tablet game revenue to triple by 2019, report finds
Juniper Research expects revenues from tablet games to jump from $3.6 billion this year to $13.3 billion five years from now.
Don't Miss: Dirty Game Development Tricks
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Get a job: Cloud Imperium Games seeks a Technical Animator
One of the studios working on Chris Roberts' crowdfunded space sim Star Citizen
needs a technical animator to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.