Hope is the message: Breaking free of fear in life and game dev
Laralyn McWilliams: "Ultimately we have two choices: we can greet our definitely indefinite future with fear, or we can embrace the unknown in all its potential to surprise, challenge and delight us."
How we made our stop-motion trailer
"Looking at the finished trailer, I like to think we’ve made something that’s fun to watch and captures the feel of the story and is enough to get people on to the App Store to download the app!"
Thanks to a debug-mode hack, you can now freely mess with EarthBound
Thanks to a new hack, you can muck about with one of the most lauded games of the JRPG genre -- and lay its secrets bare.
Call of Duty still on top -- during Black Friday, anyway
And Sony's doing a good job of staying on top, even with a massive Microsoft deal creating inroads for the system.
Get a job: Be a Community & Marketing Manager for Shield Break
AAA veterans have launched the Costa Mesa-based indie venture Shield Break Studios, and they're looking for a communicative type to work as a community manager for their debut game Bierzerkers
Video: Turning concepts into production art for Halo 2: Anniversary
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary
Saved from their bankrupt parent company, sim devs form new studio
Just Flight is evidently the "new company" former Mastertronic MD Andy Payne mentioned would be spun out of the firm last week as Mastertronic sold it off to a new buyer amid bankruptcy proceedings.
The best games of 2015: We want your picks
Soon, Gamasutra's editorial staff will begin to publish our picks for the best and most significant games -- but that's only half of the picture. Once again, we're asking you to join in.
UX comparison: Clash of Clans vs. Rival Kingdoms
"I believe UX design in a product is a voice, that stands for the end user. It must identify pain points and cognitive friction which users might have experienced in the past in a similar product."
Don't Miss: Let's get real about the financial realities of indie game dev
There's a difference between "going indie" and independent sustainability
in the world of game dev. In this classic feature, we talk to a few devs about their very real struggle to survive and thrive.
Mario Kart 8 is next on Disney's list of televised eSports experiments
Disney continues to push eSports on its Disney XD TV channel with "Clash of Karts: Mario Kart 8
," an hour-long special featuring kids and YouTubers competing in the latest Mario Kart
Minimizing the pain of lockstep multiplayer
"The idea behind lockstep multiplayer is simple, if every player shares their input with every other player, the simulation can be run on everyone’s machines with identical input to produce identical output."
Level design, from paper to screen
"Being a dev team of one means I need to work quickly and efficiently. I’ve developed a process for producing my levels that will hopefully be useful to someone else out there."
Konami gives Pro Evo 2016 the free-to-play treatment
Konami will release a free-to-play version of its annual football sim, Pro Evolution Soccer 2016
, exclusively for PS3 and PS4 on December 8.
Developer lessons from big Steam seller Big Pharma
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma
, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Sensitive data compromised in massive edu-game company hack
The personal information of nearly 5 million parents and over 200,000 children has been stolen from the China-based device manufacturer.
Westwood co-founders recognized as Industry Icons at The Game Awards
The Game Awards host Geoff Keighley has revealed that the recipients of this year's Industry Icon Award will be Westwood Studios co-founders Brett Sperry and Louis Castle.
Jetpac to the past: Analyzing a Rare classic
"I like this game because it is (for the most part) incredibly fair. Meaning that when the player dies, 99% of the time they see it coming."
Creating an animated loading screen in Unity 5
"I recently had a fellow indie dev on Twitter asking how we made the Armoured Engines
loading screen, so I wanted to share the process with all of you!"
Weaving death and narrative together in This Book is a Dungeon
'A theme I settled on early in the project: kill players in horrible, awful, icky ways, but to make those death sequences as memorable as possible.'
More of my must-have Unity plug-ins
Three more unmissable Unity plug-ins, as selected by independent developer Sébastien Dubois -- each with its own function that he finds indispensable.
Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Why you should participate in game jams
Lots of reasons, including: "Making prototypes, you will find a lot of tools and tricks that you can use on later prototypes or full games because you already tried them and know what they are best suited for."
Don't Miss: 20 fun facts about hex grids
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Animating 3D character movement in Unity
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.