Video: How Disney designs VR experiences for themeparks
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Fallout 4, Star Wars Battlefront lead Game Critics' E3 award noms
In the wake of E3 2015, its interesting to note that Bethesda's Fallout 4
and Electronic Arts' Star Wars Battlefront
picked up multiple nominations for this year's Game Critics Best of E3 Awards.
Get a job: Firaxis is hiring a Multiplayer Programmer
Civilization: Beyond Earth
studio Firaxis Games is looking for a network programmer with C/C++ and Visual Studio skills to help develop multiplayer game mechanics at its Baltimore, MD offices.
Australia's new age ratings program sees hundreds of games banned
Heads up, devs: if your game has been refused classification by the International Age Ratings Coalition, it may be banned from sale in Australia on Google Play/Firefox as part of a new pilot program.
Don't Miss: Unorthodox tips for improving your programming skills
There are plenty of good resources out there that teach technical skills; this timeless post concentrates on more personal lessons that you often only learn through experience or trial and error.
Elder Scrolls Online creative chief steps down to join Gearbox
Longtime designer Paul Sage recently stepped down as creative director of Zenimax Online Studios' Elder Scrolls Online MMORPG and returned home to Texas to take on a similar role at Gearbox.
Mojang has now sold over 20M copies of Minecraft on PC
Mojang has managed to sell over 20,000,000 copies of Minecraft on PC as of this morning, bringing the remarkably popular sandbox game up into the league of top-sellers like Super Mario Bros.
Free-to-play evolution: It's all about adapting to the ride
"With massive downloads, the user behaviour is spread across a wide set of personas, players with different skill levels, experience and expectations from the game. How do you cater to them all?"
Opening new windows into player choices
A design tool for giving players a new window into the choices your game offers: Mike Stout walks you through how you can offer players ways into your game systems.
Come out to GDC Europe and learn how Cities: Skylines was made
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines
at GDC Europe
in Cologne, Germany this August.
6 metrics for better game narrative
Former BioWare writer Alexander Freed: "Game metrics are nothing more or less than a way of increasing your understanding of your audience."
How a Hellraiser tie-in became Super 3D Noah's Ark
This excerpt from Gabe Durham's terrific book on the game Bible Adventures
lays out the backstory on one of the most unusual FPS games ever made.
5 in-game events all free-to-play games should track
"Having granular details of how players interact with different elements in your game allows you to really understand how it’s performing and what specific areas you need to concentrate on."
Esports betting platform Unikrn secures $7 million in further funding
Unikrn has secured $7 million in further funding during their Series A round of investment. Investors include Binary Capital and Mark Cuban.
It's all about retention
What every F2P game needs, and how to get it: "In all its simplicity, retention is a fancy word for describing people coming back to your game. Good retention means you've got people playing."
Building a narrative out of push notifications in Lifeline
3 Minute Games set out to make a simple text adventure. They ended up hitting upon a killer app for gaming on the Apple Watch.
Q&A: How your games can find players, on recommendation site Product Hunt
Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
Toys and games come together, as Disney merges divisions
is having a big effect on the company, and its consumer products and interactive divisions are becoming one.
Shigeru Miyamoto isn't deeply involved in the Nintendo NX's design
"I’ve pulled myself back out of some of the hardware section... Of course I am observing and looking at the hardware, but I am not actively participating and making decisions."
Fallout Shelter's success is shaking things up at Bethesda
"First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
Video: The physics of proper pole control in Super Pole Riders
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders
Get a job: Red 5 is hiring an experienced Audio Programmer
developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
Budgeting for the most successful Kickstarter in video game history
veteran Koji Igarashi made $5.5 million for Bloodstained
, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Mojang closes the book on Scrolls
developer Mojang is wrapping up work on its strategic digital card game Scrolls
, noting in a farewell post that the game's servers will be kept online through at least July of next year.
Report: 24% of games in Steam's Summer Sale generated 94% of revenue
Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.