Blog: What indie developers can learn from The Making of Karateka
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Blog: Learning games marketing from one of the greats
"Donít bore your fans. Donít bore potential customers. Donít bore publishers. No one will be bored into buying your game, vision or company."
Beautifully economic art: How 80 Days did it
How the 80 Days
devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Blog: How RPGs got me through my parents' divorce
"At a time of life when my world was unravelling and shrinking, the game world provided a place of vast exploration."
Get a job: Wicked Loot is hiring a 3D Artist & Animator
Wicked Loot is seeking "an experienced lead 3D artist to join the team and help define the artistic vision for our games on PC and mobile."
Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
This Week in Video Game Criticism: Into the Loot Cave of Destiny
This week, our partnership with game criticism site Critical Distance
brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny
The designer's production guide
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
A dev's view of the White House Game Jam
"By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
So they made you a lead. Now what?
Double Fine's Oliver Franzke on leading a team: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Analysis: Clash of Clans vs. Boom Beach - The habit
"The lower retention numbers of Boom Beach
definitely go in line with that research and it is really hard to believe there is no one at Supercell taking notes."
Nintendo's ex-indie head Dan Adelman reveals his next move
Dan Adelman, formerly the guy behind Nintendo's connections with indie devs, has revealed that he's working on PlayStation-exclusive Axiom Verge
Blog: Emotional parameters
"I was wondering how feasible it might be to have a whole new group of more abstracted parameters that reflected things like how the player felt."
Blog: No fun
"As a player, I want games to engage my personality, not just my reflexes or wits. As a player, I want games to change me as any form of art does. As a player, I don't want to have fun every single time I play."
The story behind Gear VR, and why Oculus wants to go mobile
Oculus' partnership with Samsung for Gear VR means that mobile is a priority for the company -- and it has John Carmack on board. We sit down with Oculus VP of mobile, Max Cohen, to find out more.
Devs share a little more data on Steam Discovery
Developers are beginning to share more data on the effects of the new Steam Discovery system, including its curation elements. What effect is it having on their visits?
Get a job: Fun Bits Interactive is hiring a Senior Engine Programmer
Want to take on the challenge of leading development of a console game engine? Seattle-based Fun Bits Interactive (Escape Plan
) is hiring.
Don't Miss: Tips for game artists, from Rockstar's former art director
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Video: Beyond Spreadsheets - Generating operational impact with analytics
While dashboards and KPI reporting are obligatory -- yet certainly helpful -- standards to track the performance of your game, they are bound to only look in the past.
Blog: Has another developer stolen your app? Use this DMCA template
"There are no app police, and anything goes in the wild wild west of apps. Even with Appleís review process and team in place, many pieces of stolen content end up on the store."
$55 million for toy cars? Smartphone toy co Anki picks up major funding
Anki has a $150 remote-controlled toy car set called Drive, which works with iOS, on the market; funding will help the company expand its offerings.
After six years, PlayStation's virtual world is closing its doors
Sony confirmed today that its avatar-driven virtual world PlayStation Home would be shutting its doors in North America on March 31, 2015.
Blog: How to name a game in 5 steps
"It took us almost 4 years to name our game. The process had me adding the US Patent and Trademark Search to my browser bar, and murmuring awful name ideas like 'Savant Horizon' in my sleep."
Are the new Steam Discovery tools having any effect on game sales?
Earlier this week, Valve made one of the biggest changes to its Steam platform ever, with game recommendations based on a variety of factors, including "Steam Curators."
Blog: Quality in games
"It is by no means trivial to try to maximize the value of the stakeholders who matter. But it is something you need to think about when you are making a high quality, high value game."