Don't Miss: Crunching the numbers on how crunch makes games worse
Ask anyone in the industry about crunch and you're likely to hear opinions based on that person's individual experience. Now, here's some hard data on crunch from the Game Outcomes Project.
Opinion: Cultural junk food gets less respect when it's girly
Consider the difference in cultural regard between spy novels and romance novels; it doesn’t take a genius to see why Ian Fleming's schlock is more respected than Stephanie Meyers' schlock.
Blog: Here's why you shouldn't rush your A/B test
A/B testing is a powerful tool, allowing you to check various hypotheses with data before introducing any changes to the entire game's user base. Sounds pretty straightforward -- could anything go wrong?
Chat with Nidhogg 2 developer Mark Essen at 3PM EDT
Ask questions about making good local multiplayer games with one of the minds behind Nidhogg 2
today at 3PM EDT.
Game Digital shares recover after financials beat expectations
UK retailer Game Digital saw its share price surge upwards today after the company posted better-than-expected financials for the full-year ended July 29, 2017.
Top Eleven dev on success: 'Freedom is the most precious thing'
"Venture capitalists give you a lot of money and less freedom. We didn't care much about the first one and we still don't; freedom is the most precious thing."
Boosting complexity (and absurdity) of prison breaks in The Escapists 2
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Blog: A postmortem of our Ludum Dare game, Slowbot
Slowbot was a game created for the Ludum Dare 48 hour game development competition. This article explains the process used for creating the game.
Creative Assembly partners with London college to combat UK 'skills shortage'
"As a leader in the UK games industry we are committed to educating the future games development talent of tomorrow, and driving innovation through diversity."
Blog: Surface shaders for spirits, ghosts, and poltergeists
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Final Fantasy XV director plans official mod support for PC version
That's a notable move to make given that developer Square Enix has never officially supported the modding of Final Fantasy
games (though that certainly hasn't stopped people from doing so.)
6 years and a Chinese chicken company buyout later, Splash Damage makes Brink F2P
Roughly a year after being acquired by a Chinese chicken company, British game studio Splash Damage has quietly made its multiplayer parkour-em-up Brink
free-to-play on Steam.
Obituary: Comic and game artist Alfonso Azpiri
Gamasutra has learned of the passing of Alfonso Azpiri, the accomplished Spanish artist and author best known for his work in comic books and video games.
Video: Making the music of Doom
At GDC 2017 composer Mick Gordon offers up a behind-the-scenes look at the compositional process, production techniques and creative philosophies that went into scoring the game.
Get a job: Giant Enemy Crab is hiring a Technical Producer
Giant Enemy Crab is looking for a full-time Technical Producer to work on its upcoming session-based multiplayer FPS Due Process
CD Projekt Red whips up its own $850k competitive Gwent series
Even ahead of the game’s full launch, CD Projekt Red is already hard at work stoking an eSports scene for its upcoming digital card game, Gwent
Opinion: Game design lessons from the tabletop RPG Monsterhearts 2
A zine by the creator of tabletop RPG Monsterhearts 2 details the story of the series’ origins and her thinking behind updating the Powered-by-the-Apocalypse game.
Don't Miss: 6 examples of UI design that every game developer should study
HUD and UI design determine how players interface with the most core systems of a game. We reached out to developers to share their picks for the best, most instructive examples.
Layoffs loom at Radiant Worlds after SkySaga development halts
With development stalled, Radiant Worlds was unable to renew its contract with its publisher, cutting the studio off from its only income source and putting every position within the development house in jeopardy.
Blog: A gentle introduction to Steamworks
If you're just getting started with trying to implement Steam into your Unity game, it can be hard to know where to look. Here's a guide that should help you kick on with Steamworks.
Time's running out to register for VRDC Fall 2017 at the lowest price!
VRDC organizers want to let you know that the deadline to register early for VRDC Fall 2017
at the lowest possible price ends tomorrow, August 23rd at 11:59 PM Pacific!
Surpassing $800M in revenue, one of Germany's biggest earners still runs on Flash
The dev behind medieval strategy browser title Goodgame Empire
says it's the most successful German game of all time after surpassing $800 million in lifetime revenue.
Blog: Can your game have too many choices?
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from.
Blog: How to protect your video game trademark
Once you've named your game and registered your video game trademark, it's time to start protecting that mark. If not, you may end up losing your rights.
China's top flight soccer league signs six-year game deal worth $15M
The Chinese Super League has struck up a six-year partnership with Beijing developer Crazy Sports to create games based on the 16 CSL teams.