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Updates » Social/Online
SOE's Smedley sees an 'astounding' market for F2P on consoles Exclusive 2
by Alex Wawro [01.07.15]
Free-to-play is booming, but consoles still get a cold shoulder from F2P devs focused on the mobile and PC markets. Sony Online Entertainment president John Smedley explains why that's a bad idea.
Console/PC, Social/Online, Business/Marketing, Exclusive

Intel to invest $300 million in tech, game diversity 23
by Kris Graft [01.07.15]
In a bold display of putting-its-money-where-its-mouth-is, Intel said it has earmarked $300 million over the next five years for initiatives to increase diversity at Intel, as well as in the overall tech and game industries.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

The Game Outcomes Project: Building effective teams 27
by Gamasutra Community [01.07.15]
Born from a survey that yielded data about the most effective practices for team-based game development, The Game Outcomes Project is back -- this time, with info on how to build your team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Riot rewards League of Legends players for not being jerks 10
by Christian Nutt [01.06.15]
If you're looking for new ways to reward positive players in your community, Riot has added a new strategy to its playbook.
Console/PC, Social/Online, Business/Marketing

8 game production tips: What we learned the hard way 6
by Gamasutra Community [01.06.15]
Eight game production tips learned "the hard way" -- with topics ranging from localization to community events and project planning.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

A primer on repeatable random numbers in video games 6
by Gamasutra Community [01.06.15]
"If you're creating anything procedural, you're guaranteed to come in need of random numbers. And if you want to be able to produce the same result more than once, you'll need the numbers to be repeatable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Sony gears up to launch PlayStation Now subscription system 4
by Alex Wawro [01.05.15]
Sony has set prices and a launch date of January 13th on a subscription system for its PlayStation Now game streaming service, which has been working through beta testing since last January.
Console/PC, Social/Online

This Year in Video Game Criticism: The Games That Shaped 2014 2
by Eric Swain [01.05.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain from the entirety of 2014. From the year's biggest releases to social and cultural issues affecting games, let's see what had the critics talking!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Mobile and social game industry: 2014 highlights  
by Gamasutra Community [12.31.14]
"Looking back, we may call 2014 a year of high-speed evolution in mobile and social games that have penetrated into the mass culture deeply."
Social/Online, Smartphone/Tablet, Business/Marketing

Using software development practices for games: Can MVC/MVVM work? 5
by Gamasutra Community [12.31.14]
"Are they good for game development? Do they bring any additional complexity? Do they solve any problems better than the current approach?"
Console/PC, Social/Online, Indie, Programming, Design, Production

Best of 2014: Games and gun violence, a year after Sandy Hook 64
by Mike Rose [12.30.14]
Following the horrific shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we asked: What's come of that meeting?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Art workflow: Creating a cake-themed house for casual games 1
by Gamasutra Community [12.30.14]
"Its quite popular to use a dessert theme for game graphics recently. You can find lots of match-3, bubble shooter, and puzzle games in the App Store which have gingerbread houses and whipped cream trees."
Social/Online, Smartphone/Tablet, Art

Best of 2014: She's not playing it wrong 321
by Gamasutra Community [12.29.14]
"If we want to encourage more women to apply to our companies and work in game development, we need to treat it like a usability problem," writes veteran developer Laralyn McWilliams.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Recruitment

The Jewish Play Project, or 'that's funny, Taito -- you don't look Jewish.' 11
by Gamasutra Community [12.24.14]
"In looking at toys, games, pinball and video games were at over 80 companies and over 150 people. The Jewish Play Project has been initiated to support investigation of this history in much greater depth."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Get expert advice on hosting your own eSports event at GDC 2015  
by Staff [12.23.14]
ESL eSports expert James Lampkin comes to GDC 2015 next March to show you how to break free from the publisher-backed funding paradigm and build a successful standalone eSports event of your very own.
Console/PC, Social/Online, Business/Marketing, GDC

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The three sources of quality in game audio  
by Gamasutra Community [12.22.14]
"When considering 'quality' in both the output and processes of a game audio department, there are three key areas... These three areas all place the user experience first and foremost."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio