Splatoon dev: 'Being an eSport wasn't something that we were ever really considering'
"We also realized that if we were going to have competitive play, it would need to be supported by a great community," Splatoon 2
producer Hisashi Nogami tells Glixel in a new E3 interview.
Nier director's new mobile game tops iOS charts in Japan
Yoko Taro is best known right now as the director on Platinum's Nier: Automata
, but he's evidently also contributed to a F2P mobile game, SINoAlice
, currently topping Japan's iOS earnings charts.
Mario + Rabbids, Wolfenstein II among 2017 E3 Game Critics Awards noms
This year Ubisoft's Mario + Rabbids Battle Kingdom
, Monolith's Middle-earth: Shadow of War
, and MachineGames' Wolfenstein II: The New Colossus
came out on top, with four award nominations each.
Get a job: Infinity Ward seeks an experienced UI/UX Director
The folks at Call of Duty
dev Infinity Ward seek an experienced UI/UX director to join the team working on "a new, exciting project" at the company's Woodland Hills, CA studio.
Video: How procedural level design works in Eldritch
creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
How a Retro Studios prototype laid the foundation for Metroid Prime
Before the studio was acquired by Nintendo, designer Mike Wikan played a major part in creating the first level of the game that would eventually be reworked into Metroid Prime
Nintendo plans to produce 'significantly more' than 2.3M SNES Classic Editions
Nintendo says it plans to produce more SNES Classics than it did for the NES Classic Edition last year, but that it doesn't plan to sell the retro console beyond 2017.
Don't Miss: The 7 greatest graphics innovations brought about by the SNES
'The SNES was the golden age of pixel art,' says Eric Barone, creator of Stardew Valley
. 'It had enough complexity to look interesting, but was limited enough that you had to be creative with it.'
Experiencing a protagonist's personal hell in The Town of Light
This harrowing game, set it a real mental hospital that was closed in the 1970s, turns your stomach not with blood or gore but with a deep understanding of its protagonist's personal hell.
Nintendo is bundling a never-before-released game with the SNES Classic
Like it did with the original NES last year, Nintendo has announced plans to revive the Super Nintendo as a mini, plug-and-play game console, but only for a limited time.
Survey: 31% of VR/AR devs are working on a platform exclusive
31 percent of the 600+ VR/AR professionals surveyed in this year's VR/AR Innovation Report say they're working on platform-exclusive projects. You can learn more in the full (free) report
Life of Pablo: Charting the rise of Backyard Baseball's best player
"The one that can't speak the language and might normally not be picked is the best player. It would be, like, a little secret you'd have to discover."
Blog: A postmortem of our first commercial game, Dynasty Feud
In this blog post we share our thoughts on the development of Dynasty Feud
and why we think the game did not work.
How Nex Machina could replicate vintage arcades using microtransations
The Nex Machina
developers might soon try to emulate the classic arcades of yesteryear by implementing a new mode that charges players 25 cents per life.
Blog: A practical example of system design in practice
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
Blog: The challenge of defining your design
Cloudhead's resident VR game designer Max Arnold looks at how you can inform both your players and your own design by knowing how to define your project.
A TumbleSeed postmortem - what we got wrong, and how we fixed it
Now two months after launching TumbleSeed
we've had enough time to ponder what went wrong and have put together an update to address it.
Video Game Deep Cuts: You Don't Know Jack Bandicoot
This week's longform article/video highlights include a history of the You Don't Know Jack
developers, two pieces about Crash Bandicoot
- both original and remaster - and lots more.
Don't Miss: Sonic the Hedgehog co-creator's philosophy of game design
Sega's Sonic the Hedgehog
came out 26 years ago today, and you should mark the occasion by reading this classic interview with co-creator (and veteran game designer) Hirokazu Yasuhara!
What it's like to follow your hit indie game (2M+ sold!) with a 6K sales 'bomb'
In a new YouTube video, Introversion devs Mark Morris and Chris DeLay speak very frankly about being surprised to find Scanner Sombre
has sold roughly 6,000 copies in the two months since launch.
Video: Understanding the nature (and future) of board game design
Get fresh insight into game design by watching this GDC 2017 tabletop game "state of the industry" discussion with game designers Rob Daviau, Geoffrey Engelstein, and Eric Lang.
Get a job: Sanzaru Games is hiring a VFX Artist
Sanzaru Games is looking for a talented VFX Artist to join its California-based development team in crafting visually stunning and immersive worlds for consoles, PC, and VR.
Learn about some of the tough decisions behind making Nex Machina
We quizzed one of the developers behind Nex Machina
about surviving in the modern indie market and working with industry legend Eugene Jarvis.
Rockstar clarifies Grand Theft Auto V modding policy
Update Grand Theft Auto V
publisher Take-Two Interactive came down on a number of mod makers and hack purveyors lately, and now a policy change clarifies what mods it will allow.
Final Fantasy XIV devs recall the issues that led to the game's ill-fated debut
Noclip spoke with a number of Square Enix developers to pinpoint some of the development issues that contributed to troubled first version of the online game.