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June 23, 2017
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Updates » Production
Blog: Technical tips for in-house engine development 1
by Gamasutra Community [03.29.17]
After working on our in-house game engine, the ABYSS Engine, I've come across a few rules, ideas, and tips that might prove useful if you decide to build your own.
Programming, Production

Blog: Instantiating a procedurally generated platformer in Unity  
by Gamasutra Community [03.28.17]
Last time we discussed how to randomly generate a two-dimensional array of values representing level tiles. The trick, of course, is to smoothly convert each of these chunks into actual Unity objects.
Programming, Design, Production

Blog: Is Early Access really worth it? 12
by Gamasutra Community [03.28.17]
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?
Production, Business/Marketing

How a Mass Effect: Andromeda rock wound up in Star Wars Battlefront  
by Alex Wawro [03.27.17]
"It was a very good rock," Andromeda dev Scotty Brown tells Glixel, joking about an odd problem devs can encounter when two studios go to the same place to photogrammetrically capture terrain.
Console/PC, Art, Production

Video Game Deep Cuts: Mass Effect's Hoodiegate Pile-On  
by Gamasutra Staff [03.26.17]
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Deconstructing the music behind the dungeons in Link's Awakening 4
by Gamasutra Community [03.24.17]
The dungeon music in Link's Awakening is the subject of this deconstructing article, where we'll take a look in detail at a work of music and break it down into its disparate parts.
Console/PC, Audio, Production

Blog: How we created our typing adventure game, Epistory  
by Chris Kerr [03.24.17]
A bit of a post-mortem, a bit of marketing article, a bit of art. Here's a retrospective on the development of our typing adventure game, Epistory.
Design, Production, Business/Marketing

Animators Roundtable: The Mass Effect: Andromeda pile-on 6
by Simon Unger [03.24.17]
"On a AAA project of this scope, most of the smaller cut scenes are never seen by the animators. Instead, you create a system for designers to use and trust the designers to script everything properly."
Console/PC, Art, Design, Production

Get a job: Disruptor Beam is hiring a Mobile Software Engineer  
by Alissa McAloon [03.23.17]
Disruptor Beam is on the lookout for a Mobile Software Engineer to join its Massachusets-based development studio and help create games for iOS, Android, and the web.
Smartphone/Tablet, Programming, Production

Don't Miss: The deep voice of Darkest Dungeon has some advice on hiring voice talent 5
by Staff [03.23.17]
"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent.
Console/PC, Indie, Audio, Design, Production, Business/Marketing

VRDC Fall is happening this September, and the call for talks is open!  
by Staff [03.23.17]
The call for submissions to present at VRDC Fall 2017, happening in San Francisco September 21st & 22nd, will remain open through Friday, April 21 at 11:59 PT. That's roughly a month away!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC

Phil Spencer: Microsoft 'very focused' on first-party development  
by Chris Kerr [03.23.17]
Microsoft's head of Xbox, Phil Spencer, says the company is "very focused" on first-party development with the launch of Scorpio in sight. 
Console/PC, Production, Business/Marketing

Blog: A postmortem of '90s-style shooter, Gorescript Classic  
by Gamasutra Community [03.23.17]
This article explores the history of Gorescript Classic, from the development stages to its initial release, to getting played by John Carmack himself.
Design, Production, Business/Marketing

Video: Nioh director reflects on the game dev impact of player feedback  
by Staff [03.22.17]
At GDC 2017, game director Fumihiko Yasuda spoke at length about how the game's design was impacted by Team Ninja's decision to open the game up to player feedback via multiple pre-release demos.
Console/PC, Production, Video, Vault

Blog: Making a commercial video game all by yourself - Part 5  
by Gamasutra Community [03.22.17]
The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article I put forward five ways to ensure that your soundtrack complements your game.
Audio, Design, Production, Business/Marketing

Studying game dev? The AIAS Foundation is offering three $2.5k scholarships  
by Alissa McAloon [03.21.17]
If you're starting your second year of college or are enrolled in graduate school, take a look at these three game development scholarships being offered for the 2017-18 academic year.
Programming, Art, Audio, Design, Production, Business/Marketing

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

Australia's restrictive video game ratings discourage innovation, says senator 3
by Alissa McAloon [03.21.17]
"Every signal we send to the gaming community in this country is of censorship, disapproval, and discouragement," said David Leyonhjelm of the Australian Liberal Democratic Party.
Console/PC, Production

Blog: Building a simple procedurally-generated platformer 7
by Gamasutra Community [03.21.17]
An example of an algorithm we might use to procedurally generate simple "endless runner" levels.
Design, Production

Blog: An iterative approach to quest design 4
by Gamasutra Community [03.21.17]
Creating quests with branching narratives for open world games is no simple task. By applying a simple iterative method, you can save yourself from many problems later on in the process.
Design, Production