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May 29, 2015
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May 29, 2015
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Updates » Programming
Get a job: Zindagi Games seeks a Software Engineer  
by Staff [02.19.15]
Mobile game company Zindagi Games is looking for junior to mid-level software engineers to join its programming team and work on code/design challenges in its Camarillo, CA offices.
Smartphone/Tablet, Programming, Recruitment

How projects run late, in the small 3
by Gamasutra Community [02.19.15]
"This is not a business of products. We are not simply making widgets more efficiently to increase profits by .001 cents per unit. We're making things, usually new things."
Console/PC, Programming

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Road to the IGF: SuperChop Games' Ephemerid Exclusive  
by Leigh Alexander [02.18.15]
Ephemerid: A Musical Adventure is a "rock fairy tale about a paper mayfly," brought to life by its unique classical guitar soundtrack. We catch up with SuperChop Games about the Excellence in Audio nominee.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Get hands-on game dev tips from Amazon and PowerVR at GDC 2015  
by Staff [02.18.15]
GDC 2015 organizers highlight some promising day-long sponsored developer days for the March conference that cover everything from new UnityVR technology to power players like Amazon and Unity.
Console/PC, Smartphone/Tablet, Programming, Production, Business/Marketing, GDC

Don't Miss: Programmer, interrupted 19
by Chris Parnin [02.17.15]
There are many distractions at work, and our understanding of interruption and remedies for restoring focus are not too far from homeopathic cures. What is the evidence, and what can we do about it?
Console/PC, Programming

Road to the IGF: Svedang, Akerblad and team's Else Heart.Break() Exclusive  
by Leigh Alexander [02.17.15]
Story-driven adventure Else Heart.Break() has been nominated for Excellence in Visual Art at this year's IGF, with a distinctive, texture-rich look that reminds of the console RPG heyday.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Opinion: GameMaker, security, and freedom 24
by Gamasutra Community [02.17.15]
After getting burned by Flash, Lars Docuet (Defender's Quest) argues that GameMaker users have to take a long, hard look at whether to continue using the tech after the company's recent sale.
Console/PC, Indie, Programming

Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing

Combining enemy types and enemy behaviors 2
by Gamasutra Community [02.13.15]
"In this tutorial, I will focus on how I managed to be able to add many types of enemies, while giving them even more different patterns. By pattern, I mean the behavior the enemies are going to adopt."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Apple ups iOS app size from 2GB to 4GB 1
by Christian Nutt [02.12.15]
You can now upload a bigger app binary via iTunes Connect -- the first such increase since the iOS platform was originally launched.
Smartphone/Tablet, Programming

Road to the IGF: Croteam's The Talos Principle Exclusive 1
by Leigh Alexander [02.12.15]
Philosophical first-person puzzler The Talos Principle, a sleeper hit, is is now up for the Seumas McNally Grand Prize at this year's IGF. We talk to lead designer Davor Hunski about the unique game.
Console/PC, Indie, Programming, Design, Exclusive, IGF

Get a job: Deep Silver Volition is hiring an Animation Programmer  
by Staff [02.12.15]
The folks who make the Saints Row games are looking to hire an experienced animation programmer to work alongside the team in the company's Champaign, Illinois office.
Console/PC, Programming, Art

Source control with Unity and Visual Studio 9
by Gamasutra Community [02.12.15]
"It's unquestionable that Unity has become the go-to engine for indie developers. And although Unity is for the most part a one-stop solution for game development, we were lacking a code editor and version control."
Console/PC, Smartphone/Tablet, Indie, Serious, Programming

Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

See John Carmack discuss the dawn of mobile VR development at GDC  
by Staff [02.11.15]
John Carmack, CTO of Oculus VR and co-founder of id Software, will be speaking about "The Dawn of Mobile VR" for at least an hour and a half (and probably longer) at GDC 2015.
Smartphone/Tablet, Programming, GDC

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive