Blog: We don't keep forgiving Double Fine
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Lionhead chief moves to oversee Xbox, HoloLens game dev at Microsoft
With Phil Harrison leaving Microsoft, the company has moved Lionhead chief John Needham to Redmond to assist Microsoft exec Kudo Tsunoda in overseeing internal development of Xbox and HoloLens games.
Get a job: Retro Studios seeks a Concept Artist
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze
) is looking to hire a concept artist to work alongside the art team in Retro's Austin, TX office.
Blog: Shader cross compilation and Savvy, the smart shader cross compiler
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Don't Miss: The stories behind the sound design of Journey
How did one person create the expressive audio canvas of Thatgamecompany's acclaimed indie game? Sound designer Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Report: Layoffs strike Disney's Club Penguin
Disney Interactive has reportedly laid off a number of people who work on its decade-old MMO game/world Club Penguin
this week across offices in Los Angeles, England and Canada.
How to simulate a CRT, for indie games that really look retro
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro
Balancing Gunsport: The trouble with asymmetry
"The toughest thing about making Gunsport
is ensuring that asymmetric gameplay is fair. That is to say, making sure matchups allow for any team to win across equivalent experience levels."
The problem with flow
"Games aren’t autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesn’t know it’s in water until you snatch it out."
Pay-To-Flay: Examining microtransactions in Mortal Kombat X
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X
selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
A quick guide to public funding for Finnish devs
"I’m writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Kabam pivots toward China with hopes of a $1 billion game
The San Francisco mobile studio which took a major investment from Alibaba is shedding a small portion of its staff and developing far fewer games -- with bigger ambitions.
Top 25 game companies generate 65% of revenue, as industry grows 10%
A new report from research firm Newzoo shows China's Tencent coming out on top for 2014 -- it's the largest game company. EA leapfrogged its rival Activision, too, this year.
Get a job: NetherRealm seeks an experienced Cinematic Artist
The makers of Mortal Kombat X
are looking for an experienced artist to join the team at NetherRealm's Chicago, IL studio to focus on creating in-game cinematics.
Video: Deconstructing Valve's advanced VR rendering techniques
Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.
Don't Miss: 7 ways game designers break their own hearts
"It’s a cliche to say designers are 'passionate' about games. It’s fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Novels to video games: Taking the leap
"I love video games. I began building a story with, in retrospect, a comical level of naiveté. One of the first unexpected emotions to hit was guilt."
Camouflaj shows its work with free République Unity assets
Camouflaj is offering Unity developers a peek behind its curtains this week by making a slice of its République Remastered
Unity 5 stealth game available for free download via the Unity Asset Store.
Tears for spheres: Developing Grudgeball in the year everything changed
"This is the story of Grudgeball
's development -- but more than that, it’s the story of how it got trapped under the weight of the business risks our studio took during that time."
This Week in Video Game Criticism: From the pastoral of Harvest Moon to the politics of Pokemon Snap
This week, our partnership with game criticism site Critical Distance
brings us picks from Zolani Stewart on topics ranging from the pastoral settings of Harvest Moon
to the politics of Pokemon Snap
The Four Horsemen of VR
Simon Carless on the advancement of VR tech, from Google Cardboard to SteamVR, "now that I've tried four or five VR systems with games, movies, and apps."
Resolving missing script references in Unity
"I encountered in to the issue of all the scenes and prefabs that were using MonoBehaviours from those scripts had lost their reference. I managed to make a solution."
Greenlit in 7 days: One game's journey
"We thought we'd hopefully help other fellow developers make more informed choices and give everyone a bit more context when looking at their Greenlight stats."
A Jedi saga: Developing Star Wars Galaxies
Raph Koster pens an extensive and revealing look back at the design of the controversial but beloved MMO he worked on at Sony Online Entertainment: Star Wars Galaxies
Towerfall Ascension, and what character choices mean to players
A look at Towerfall Ascension
's diverse but mechanically indistinguishable roster, and why player choice matters -- including some observations from developer Matt Thorson.