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.
'Where do you make your games?'
We have a diverse crowd making games these days -- so why not take a look at their workspaces?
Steam now restricts accounts to protect against spam and phishing
Valve has enacted a new policy to increase the security of its Steam platform: Accounts that have spent less than $5 on the service are heavily restricted.
Unity, Unreal and Cocos2d get a bit cozier with Visual Studio
Microsoft has cut deals with Epic, Unity and Chukong Technologies to integrate its Visual Studio development toolset more tightly with their respective engines -- Unreal, Unity and Cocos2d.
Get a job: Be an AI Programmer for Tripwire
If you're comfortable with C++ and Unreal Engine, the house that built Killing Floor 2
seeks an AI programmer like you to work on character and monster AI in Tripwire's Roswell, GA offices.
Video: How BioWare built enough content to fill The Old Republic
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic
to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Escher-esque Relativity is the latest game backed by Indie Fund
The folks at Indie Fund have announced that Chicago-based artist Willy Chyr's M.C. Escher-like puzzle game Relativity
will be the latest title to receive financial support from the company.
Don't Miss: What I learned coding X-Wing Vs. TIE Fighter
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter
-- with a specific focus on its multiplayer systems.
A Tale of Tales on the politics and interior design of Sunset
Longtime indie developer Auriea Harvey speaks to our sister site IndieGames.com about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset
The MOBA landscape in 2016: A peek at what's ahead
EEDAR compiles data, makes predictions: "Success will hinge on captivating MOBA players with something new rather than attempting to compete directly with League of Legends
or Dota 2
Analysis: The top 20 games on Twitch in March 2015
An analysis of what people are watching on the popular streaming platform, and how much of it -- both games and platforms -- using real data scraped from the site.
Xbox's European boss Phil Harrison leaves Microsoft
Microsoft confirmed the departure of Xbox’s European boss Phil Harrison, as he’s left the company to pursue new opportunities.
Blog: Change your game designers' lives with faster data
The road to faster, more complete analytics: From a bad solution to a better one, and onward from there -- this post explores the advantages of delivering more data more quickly.
Distributing your game via CDN: Now attainable by indies!
Independent MMO creator Robert Basler looked into CloudFlare and Amazon for distributing his game client to players -- and found a workable, flexible solution.
Blog: The most important reason to register your copyrights
Attorney Zachary Strebeck: "The catch here is that you don’t have to just register your copyright -- you need to register it either BEFORE the infringement began, or within three months."
The state of Spain's indie scene, according to a local dev
A look at one of Europe's local scenes: "This crossroad of a booming indie scene, a low level of English speakers, and a strong consumer market that naturally causes an increase in the number of developers."
How to make a Rapture
studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. The developer talks here about prototyping and delivering story-as-gameplay.
In 1993, Mega Man X's team was crunching on the SNES hit
A new translation of an old story documents (in an exaggerated way) the working conditions at a prominent developer on a landmark game, and offers a slice of history we don't often get to see.
Google's latest VR hires include former Double Fine designers
Google has gone ahead and acquired Dublin-based 3D sound startup Thrive Audio and Skillman & Hackett, a San Francisco VR design firm founded by former Double Fine folks Hackett and Drew Skillman.
Get a job: Sony Santa Monica seeks an experienced Maya Programmer
Handy with Maya? Sony's Santa Monica branch is looking for someone like you to work alongside the God of War
Don't Miss: Examining the ethics of free-to-play games
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Blog: Design, doubt, and the scientific method
"A problem I frequently face when designing a new game is intense anxiety from not having answers to all its design problems at all times. It's a cycle of obnoxious mood swings."
The confusing difference between a clone and a coincidence
A new Offworld feature delves into a discomfiting game dev problem: How can you tell when someone has cloned your game, and when they've simply come up with a similar idea by chance?
Implementing an open-world isometric game engine on a block-world design
One develoment approach for isometric, voxel-based world from an indie: "Algorithms and solutions I discovered during my final exams in school and improved in the last two years."
The same V8 with half the weight: One dev's experience with DX12
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.