Blog: PAX, SIX, and the art of being everywhere
"Go. Go do things. Go to parties, go talk to exhibitors about their gamedev struggles, learn from all the experiences other people went through."
How to build the sprawling nightmare that is branching conversation
"A brilliant conversation that looks like a tangled knot will drag your project down ... Spending hours trying to untangle your own work (or expecting colleagues to do so) isn't an efficient use of time."
Steam adds support for five currencies, with five more coming soon
Players in Indonesia, Malaysia, Philippines, Singapore, and Thailand can now pay for Steam games in their own currencies. Canada, Mexico, Korea, Turkey, and Norway are on deck.
King comes out on top in cloning case
Developer which was under target for copying King's Farm Heroes Saga
and Pet Rescue Saga
agrees to pull its games from sale and pay out a settlement.
Get a job: Nix Hydra is hiring an Art Director
The team that built Egg Baby
is looking to bring an experienced artist on board to oversee all aspects of art design and production in Nix Hydra's Los Angeles, CA studio.
Don't Miss: Cliff Bleszinski's game developer flashcards
creator Cliff Bleszinski cheekily codifies developer behavior into a series of common profiles in this classic Gamasutra feature.
Video: Solving the challenges of porting Fez to PlayStation
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
What it was like to make games in the 16-bit era: TurboGrafx devs speak
In this extract from The Untold History of Japanese Game Developers, secrets about how PC Engine (TurboGrafx-16) games were developed and Hudson Soft controlled the process come to light.
Reminder: 24 hours left to early register for GDC Next 2014
With just over a day left until early registration for GDC Next featuring ADC ends on September 18, conference organizers are encouraging anyone interested in attending to register now
at the discounted rate.
One post, 27 indie production lessons
The developer of smartphone serious game Terrachanics
shares lessons learned on the journey from conception to completion.
Rust creator: Notch isn't a sellout, he's a smart studio head
"Once you start hiring people your whole attitude changes. Youíre not just fucking about with your life anymore..youíre fucking about with other peopleís lives Ė and the lives of their families."
Maximize your impact! Exhibiting tricks for indies
"Our little trip to PAX Prime cost us about $4,000 for two people. Thatís a lot of money for an indie! When you spend money like that, you've got to be prepared to have a good impact."
IGF China 2014 reveals Main Competition and Student finalists
The Independent Games Festival China
has revealed the Main Competition and Student finalist games for its 2014 award ceremony, which celebrates leading indie games from throughout the Pan-Pacific area.
Be careful with kids' privacy - FTC hits developer with hefty penalty
Mobile game developer TinyCo is settling with the U.S.í Federal Trade Commission after regulators accused the company of improperly collecting childrenís personal information.
Unity Pro now free to all PlayStation developers
Game engine maker Unity said this morning it would be making the full Unity Pro suite free to all licensed PlayStation developers.
Some invaluable 2D tools from the Unity Asset Store
"It helps to have good tools. And to call Unity a 'good tool' would be a ridiculous understatement. But like everything else, it's got limitations.
Blog: Could streaming copyrighted content soon be made a felony?
"Recent comments by the acting deputy assistant attorney general in the Justice Departmentís Criminal Division make it clear that there is a push for harsher penalties for streaming copyrighted material."
Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer
earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Game jams aside, itch.io's doing brisk business distributing games
The popular site, perhaps best known as a free portal to host game jams, is beefing up its free indie marketplace offerings -- and has broken down its stats in incredible detail.
If you want to succeed in China, make your game more competitive
"Itís about competition,Ē says Lyndon, who serves as cofounder and executive VP of Chinese publisher iDreamSky. "Thatís the main difference between Chinese user behavior and Western user behavior."
Get a job: Zenimax's Battlecry Studios seeks a Technical Producer
Zenimax Media's Austin-based Battlecry Studios (working on their debut game Battlecry
, naturally) seeks an experienced technical producer to help coordinate back-end technology development.
Blog: Microsoft-Mojang is about the future, not the money
"Compared to other game companies with tent-pole game franchises (GungHo, Supercell, King), $2.5B for Mojang more than doubles any valuation benchmark."
GameStop is calling it quits in Spain
Video game retail firm GameStop is planning to sell or close all of its retail store locations in Spain as it refocuses its efforts on regions it perceives to be more valuable.
Video: How Ubisoft modernized the gunplay of Splinter Cell
Ubisoft designer James Everett says he faced some tricky challenges when he started work on Splinter Cell: Blacklist
, chief among them the problem of making players feel like they're a modern military professional.
Blog: One player is enough, or handling feedback
"I discovered a notification letter from one of the websites with a comment about the game. This was the comment that settled my perspective on the game."