The importance of UX in editors and tools
"I'm not advocating everyone to use BSP/CSG. I am advocating everyone to critically look at their editors & tools, and see how they can improve from a UX & UI perspective."
Respawn joins the stable of devs making Star Wars games for EA
Electronic Arts announced today that it has cut a deal with Titanfall developer Respawn Entertainment that will see the studio building a new third-person "action adventure game" bearing the Star Wars brand.
Level design in Rogue Legacy: Down-scrolling and leaps of faith
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy
successfully manages to reshape a design issue or limitation into a gameplay element."
How we showcased our VR game at PAX
"Showing a VR game at PAX was wonderful, and I haven’t laughed so hard in a very long time. Hopefully if you’re planning to do the same, you can use some of this advice to bypass the hurdles."
Almost twice as many UK games now supported by Games Tax Relief
"While today’s figures demonstrate Game Tax Relief’s continued and greatly-needed boost to the UK games industry, there is still more to be done."
Steam user reviews updated to better reflect changing game experiences
"By listing recently posted reviews more prominently and by defaulting to recent helpful reviews, Steam can now show a more current idea of what it's like to play the game now."
Distributed narrative collectables: Story through play
"I like to think that every element in a game is always looking to find more and more reasons to exist. There’s a fight for legitimacy of sorts." The same goes for its narrative.
5 minute legal lessons for devs: Game names and trademark troubles
"Always do a thorough search before committing to a name, don’t pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name."
The best game music production tips from GDC 2016
"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'"
Game Design Deep Dive: Situational awareness and player frustration in GRIP
The blinding speed of the Rollcage
racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP
Want to know how mobile games stack up? Nielsen has launched a new service
The mobile market is incredibly competitive -- and getting a leg up on the competition isn't easy. This might help.
A quick video history of the Dark Souls franchise and Hidetaka Miyazaki's work
One of the most influential and beloved console franchises of the past decade has reached its final installment; this video breaks down the work of creator Hidetaka Miyazaki, who shepherded it.
Get a job: Be a Programmer at Cryptic Studios
developer Cryptic Studios is looking for programmers of all types and levels to join the team at its Los Gatos, CA studio and work on developing massively multiplayer online games.
The origins of Fire Emblem, shared in a classic interview with its creator
"I call it 'roleplaying simulation.' It’s a new genre," Fire Emblem
's Shouzou Kaga said in a recently-translated 1990 chat. "I wanted to create a game where the player could get more emotionally invested."
Devs, this is the year you can register your own .games domain
Heads up, devs: Domain name service provider Rightside aims to start selling .games domains later this year alongside its extant portfolio of top-level domains like .social and .news.
Riot's path to building a collegiate eSports program
We spoke to Riot Games about what developers can learn from their efforts building a collegiate League of Legends
Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored
and learn about where (and why) the game's design took shape.
Skydance buys studio The Workshop, rebrands it Skydance Interactive
Entertainment production company Skydance Media has shelled out an undisclosed sum to acquire The Workshop Entertainment and incorporate it into the newly-formed Skydance Interactive.
PICO-8 'fantasy console' to become an actual handheld console -- sort of
Lexaloffle Games' PICO-8 "fantasy console" is going to get a physical, handheld version when it ships pre-installed (with a library of built-in games) on Next Thing's $49 PocketCHIP handheld computer.
No, you can't just take someone else's work off the internet to use in your game!
"The internet has made all kinds of content — news articles, music, photographs, and video — easily available for anyone in the world to access. However, that doesn’t mean that it is free to take and use for your own purposes."
Combining different meshes into seamless procedural characters
"I wanted to have different character parts being randomized for a lot of variation. That is super simple and standard for characters that actually have good geometry to hide the seams (e.g.: clothes), but my creatures needed to be bare naked."
The past, present, and future of FMV in games
From Dragon's Lair
to Night Trap
, to Her Story
: What video in games has been used for and can
be used for in the future.
Naughty Dog on Uncharted 4's new multiplayer philosophy
"The idea of delivering our DLC this way was greatly influenced by the goal of having a unified community."
Offworld Trading Company surpasses 100,000 sales
Offworld Trading Company
, an economic strategy game created by Civilization IV
lead designer, Soren Johnson, has sold over 100,000 copies.
Enlisting IBM's Watson as a voice actor
"I create a free IBM Bluemix account. They have a dead simple text-to-speech API: make an HTTP request with basic HTTP authentication, get a WAV file back. Now I have a folder of WAV files."