Gamasutra: The Art & Business of Making Gamesspacer
Playdead co-founder Dino Patti helps form new studio, Jumpship  
by Chris Kerr [06.27.17]
Playdead co-founder Dino Patti, who left the Limbo developer last year after a purported conflict with business partner Arnt Jensen, has established a new indie studio called Jumpship.
Business/Marketing, Video

Blog: Let player imagination fill in the game design blanks 1
by Gamasutra Community [06.27.17]
Our senses can only capture sliver of reality. We must constantly fill in blanks to properly create a mental image of the world, and it's important to understand that process when crafting games.
Design, Production

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jessie McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jessie McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Splatoon dev: 'Being an eSport wasn't something that we were ever really considering'  
by Alex Wawro [06.26.17]
"We also realized that if we were going to have competitive play, it would need to be supported by a great community," Splatoon 2 producer Hisashi Nogami tells Glixel in a new E3 interview.
Social/Online, Design

Nier director's new mobile game tops iOS charts in Japan  
by Alex Wawro [06.26.17]
Yoko Taro is best known right now as the director on Platinum's Nier: Automata, but he's evidently also contributed to a F2P mobile game, SINoAlice, currently topping Japan's iOS earnings charts.
Smartphone/Tablet, Business/Marketing

Mario + Rabbids, Wolfenstein II among 2017 E3 Game Critics Awards noms  
by Alex Wawro [06.26.17]
This year Ubisoft's Mario + Rabbids Battle Kingdom, Monolith's Middle-earth: Shadow of War, and MachineGames' Wolfenstein II: The New Colossus came out on top, with four award nominations each.
Console/PC, Indie, Business/Marketing, E3

Get a job: Infinity Ward seeks an experienced UI/UX Director  
by Staff [06.26.17]
The folks at Call of Duty dev Infinity Ward seek an experienced UI/UX director to join the team working on "a new, exciting project" at the company's Woodland Hills, CA studio.
Console/PC, Design, Recruitment

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

How a Retro Studios prototype laid the foundation for Metroid Prime  
by Alissa McAloon [06.26.17]
Before the studio was acquired by Nintendo, designer Mike Wikan played a major part in creating the first level of the game that would eventually be reworked into Metroid Prime.
Console/PC, Design, Production, History

Nintendo plans to produce 'significantly more' than 2.3M SNES Classic Editions 1
by Alissa McAloon [06.26.17]
Nintendo says it plans to produce more SNES Classics than it did for the NES Classic Edition last year, but that it doesn't plan to sell the retro console beyond 2017.
Console/PC, Business/Marketing

Don't Miss: The 7 greatest graphics innovations brought about by the SNES 9
by Staff [06.26.17]
'The SNES was the golden age of pixel art,' says Eric Barone, creator of Stardew Valley. 'It had enough complexity to look interesting, but was limited enough that you had to be creative with it.'
Console/PC, Art, Design

Survey: 31% of VR/AR devs are working on a platform exclusive 1
by Staff [06.26.17]
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!
VR, Business/Marketing, VRDC

Experiencing a protagonist's personal hell in The Town of Light  
by Katherine Cross [06.26.17]
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.
Console/PC, Indie, Art, Design, Video

Nintendo is bundling a never-before-released game with the SNES Classic  
by Alissa McAloon [06.26.17]
UPDATE 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, but only for a limited time.
Console/PC, Business/Marketing

Life of Pablo: Charting the rise of Backyard Baseball's best player  
by Chris Kerr [06.26.17]
"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."
Console/PC, Design

Blog: A postmortem of our first commercial game, Dynasty Feud
by Gamasutra Community [06.26.17]
In this blog post we share our thoughts on the development of Dynasty Feud and why we think the game did not work.
Design, Production, Business/Marketing

How Nex Machina could replicate vintage arcades using microtransations 4
by Chris Kerr [06.26.17]
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. 
Console/PC, Business/Marketing, Video

Blog: A practical example of system design in practice  
by Gamasutra Community [06.26.17]
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
Design

Blog: The challenge of defining your design  
by Gamasutra Community [06.26.17]
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.
Design, Production

A TumbleSeed postmortem - what we got wrong, and how we fixed it
by Gamasutra Community [06.26.17]
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.
Console/PC, Design, Production, Business/Marketing