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 preloaded with a handful of SNES games.
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.
Chat with the developer of twin-stick shooter Nex Machina today at 1PM EDT
We're chatting with one of the minds behind Resogun
and now Nex Machina
on the Gamasutra Twitch channel today at 1PM EDT.
VRDC Q&A: Tilt Brush's Patrick Hackett
Patrick Hackett, co-creator of the VR art application Tilt Brush, will be at VRDC Fall 2017. Here, he explains how he crossed over from Double Fine to a VR startup, and shares thoughts on future of VR.
Blog: Game cities - The urbanism of Thimbleweed Park
With a little help from Thimbleweed Park
, I look at the novel approaches to open-world city design (and planning) for 2D adventure games.
Why Microsoft says devs shouldn't write off the Xbox One X
"From the get-go we knew that we wanted devs to be able to take the existing engines that they were working on on Xbox One and get those engines up and running in 4K."
How Overwatch communicates character from a first-person perspective
"In terms of game animation, Overwatch is a master class in character appeal. This game is all about its characters. Every single member of this cast is unique and just loaded with personality."
Blog: Crowdfunding tips from Kickstarter's video game expert
I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them.
Corona 2D game engine is now 'completely free'
Starting today anyone who downloads the toolkit through the daily builds page will get a combined package that includes the standard simulator and native-based products.
With Sony's indie support in question, developers at E3 weigh in
"The bottom line is they need to do what’s best for their business. And unfortunately maybe doing indies is not that right now. And that’s unfortunate, but there’s not much we can do."