A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.
You might think that making a game for Xbox One through their ID@Xbox program would be cheap-as-free - they're even *giving away* dev kits, after all - but there are a couple of costs that might surprise you.
How the puzzles in Darknet are procedurally generated.
You might think game developers only outsource "to save money" - but that's not completely accurate. In fact, there is a very long list of advantages that are much less obvious; even counter-intuitive.
Jeff Sutherland recently wrote about that being agile means getting rid of separate test teams. So why should game testers not be a separate team? Why should most game testers be integrated into the development teams? This is my opinion on the subject.
On Gamasutra today, the annual salary survey shows a smaller-than-average wage gap between the sexes. On Polygon, an expose of the harassment women faces shows a larger problem. But the biggest problem in both articles isn't getting discussed.