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June 30, 2016
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June 30, 2016
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Updates » Video
#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

The story behind the cancelled Legacy of Kain game 4
by Bryant Francis [05.27.16]
A dramatic new storyline, inconsistent demands from Square Enix, and struggles with fine-tuning game difficulty seem to be what doomed a sequel to the cult classic Legacy of Kain.
Console/PC, Production, Business/Marketing, Video

Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

How Klang shows another way to do music-inspired game design  
by Bryant Francis [05.25.16]
Think music-based design just has to be about guitar heroes and dancing revolutions? Indie platformer Klang has a few tricks to show how music can influence your game.
Indie, Design, Video

Mojang's Crown and Council: From hobby project to Steam release  
by Richard Moss [05.25.16]
"This is something I wanted to experiment with," says Pettersson. "Could you do a Risk-like game where the player has to develop a sense of odds and relationships without those being explicitly stated?"
Console/PC, Programming, Design, Video

How did programming the original Game Boy really work? 2
by Christian Nutt [05.24.16]
Making games for Nintendo's original portable hardware was tricky -- and a new video sheds a light on exactly how it was done.
Console/PC, Programming, History, Video

Video: See how Epic made Bullet Train and went off the rails of VR  
by Staff [05.24.16]
In this VRDC 2016 talk Epic Games' Nick Donaldson and Nick Whiting explain exactly how (and why) the studio's remarkable Bullet Train teleportation-driven shoot-em-up was built for VR.
VR, Design, Video, Vault

Freedom through constraints: The design of Michael Brough's Imbroglio 6
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His new game Imbroglio is even more constrained: a 4X4 grid. Constraints can be freeing.
Indie, Design, Video

Watch Google devs share lessons learned from VR game prototyping 1
by Alex Wawro [05.23.16]
From VR dogs playing poker to sticking a Vive controller in a watering can, Googlers at I/O give a broad-spectrum breakdown some of the things they've learned from experimenting with VR game design.
VR, Design, Video

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Smartphone/Tablet, Indie, Art, Design, Video

How Samorost 3's stunning soundtrack came together 2
by Christian Nutt [05.20.16]
Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Console/PC, Indie, Audio, Video

Google's new VR headset gets Unreal Engine 4 support  
by Kris Graft [05.19.16]
Google’s new Daydream virtual reality platform is getting the support of one of the biggest game engines on the market.
VR, Smartphone/Tablet, Video

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

Video: Killer Queen and the value of embracing the arcade community  
by Staff [05.18.16]
In this interesting GDC 2016 talk, Josh DeBonis and Nikita Mikros of BumbleBear Games discuss the unique and influential communities growing around their new hit arcade game Killer Queen.
Social/Online, Production, Video, Vault

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Smartphone/Tablet, Indie, Design, Production, Video

IGN acquires, revives GameTrailers, to post game trailers  
by Christian Nutt [05.17.16]
IGN today announced that it has acquired GameTrailers, the venerable video-centric site that launched in 2002 and was shut down in February by its parent company, Defy Media.
Console/PC, Business/Marketing, Video

Video: Raph Koster recounts a history of virtual worlds, from MUDS to MMOs  
by Staff [05.17.16]
Speaking at GDC 2016, online game industry veteran Raph Koster briefly recounts how virtual worlds have evolved from multi-user dungeon games through to World of Warcraft -- and why you should care.
Social/Online, Design, Video, Vault

Into oblivion: Take a look at the cancelled Elder Scrolls game for PSP 1
by Chris Kerr [05.17.16]
UPDATE: New gameplay videos showcasing Climax's cancelled Elder Scrolls IV: Oblivion PSP spin-off have been unearthed by a NeoGAF user.
Smartphone/Tablet, Production, Video

How The Climb helped Crytek get a firm handhold on VR 2
by Bryant Francis [05.17.16]
When you're creating a VR game about hanging by your fingertips from the side of a mountain, the protagonist's hands are essentially the star of the show. Nailing hand design was vitally important.
VR, Art, Design, Video

Video: Enabling hands in virtual reality  
by Staff [05.16.16]
This 2016 VRDC talk from Gleechi's Jakob Johansson and Kai Hbner draws on 8 years of robotics experience to explain problems related to generating natural hand motion and interaction.
VR, Programming, Design, Video