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October 25, 2014
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October 25, 2014
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One year after launch, The Stanley Parable surpasses 1M sold  
by Alex Wawro [10.21.14]
Developer Davey Wreden celebrated the game's one-year anniversary by confirming that The Stanley Parable has sold more than a million copies to date.
Console/PC, Indie, Business/Marketing

How to craft a prize-winning AI 15
by Gamasutra Community [10.21.14]
"I describe our authoring process (and open source tool ChatScript) and how human conversational concepts inform my design. And I show the magnitude of the task to create a top chatbot."
Indie, Programming

Kellee Santiago's 10-step video game production plan 2
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Console/PC, Smartphone/Tablet, Production, GDC China

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Smartphone/Tablet, Production, Business/Marketing, GDC Next

Google invests half-a-billion dollars in mysterious wearable tech startup 11
by Mike Rose [10.21.14]
Google and other big-name investors have funneled more than half a billion dollars into a relatively unknown startup, whose wearable tech could have applications in video games.
Console/PC, Smartphone/Tablet, Business/Marketing

Creating a Wikia alternative for video games in China  
by Brandon Sheffield [10.21.14]
Yang Chen, founder of the portal Joyme.com, talked at GDC China about how he wanted to create a Wikia kind of culture for his company's games, and others.
Console/PC, Business/Marketing, GDC China

Michael Brough continues to carve out his own corner of the App Store with Helix Exclusive 1
by Mike Rose [10.21.14]
Developer Michael Brough has somehow managed to carve out his own little market in the tricky mobile space, with quirky titles like his latest, Helix.
Smartphone/Tablet, Design, Exclusive

Breaking gender and racial barriers in Netrunner 4
by Gamasutra Community [10.21.14]
"If you play Android: Netrunner as a male character right now, more often than not youíre putting yourself at a disadvantage. I doubt thatís the result of an agenda Fantasy Flight Games, Netrunnerís developer, is advancing."
Indie, Design

Blog: Why players love to play alone... together 2
by Gamasutra Community [10.21.14]
"It seems to me that if we want to build multiplayer ecosystems for potential communities as large as mobile offers, the last thing we want to do is fragment populations, unwittingly create niches, or worse, let a game die."
Console/PC, Smartphone/Tablet, Design

Building a game for charity that makes players care  
by Gamasutra Community [10.21.14]
"Serious games pose some unique challenges. How do you convey key messages in a clear, memorable and transparent way, while also creating an experience that succeeds as a game in its own right?"
Smartphone/Tablet, Serious, Design, Production

Tweeting death threat at Valve doesn't work out well for Paranautical Activity developer 33
by Mike Rose [10.21.14]
UPDATE It turns out that tweeting death threats to the co-founder of Valve is really not the best idea for a PC game developer, would you believe.
Console/PC, Indie, Business/Marketing

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Console/PC, Indie, Design, Exclusive

Get a job: Nintendo of America seeks a Visual Development Artist  
by Staff [10.20.14]
Nintendo is looking to hire an experienced visual development artist who will work alongside the team in the company's Redmond office to "work on projects that span several products."
Console/PC, Art, Recruitment

This Week in Video Game Criticism: IndieCade and the impact of Alien  
by Kris Ligman [10.20.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from IndieCade to how Alien: Isolation lives up to a legacy.
Console/PC, Indie, Design, Business/Marketing

Video: What it's like to make indie games as a couple 2
by Staff [10.20.14]
Claudia Molinari and Matteo Pozzi of We Are Muesli gave a great talk at GDC Europe 2014 that examines some of the naked truths of working as an indie couple, both within games and without.
Console/PC, Indie, Design, Production, Video, Vault

Don't Miss: The Resident Evil 4 postmortem 8
by Yoshiaki Hirabayashi [10.20.14]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Chinese developers need to better identify the needs of their players 1
by Brandon Sheffield [10.20.14]
"We serve the customers, that's our common goal," says Jeff Lyndon, president and co-founder of Chinese mobile game publisher iDreamSky, at GDC China today.
Console/PC, Design, Business/Marketing, GDC China, China

The role of luck: RNG isn't the answer 22
by Gamasutra Community [10.20.14]
"We've concluded that itís possible to design a compelling competitive game without luck. Possible. Not easy. Not necessarily doable. But possible."
Console/PC, Indie, Design

Insomniac's engine chief shares tips on leading tech teams at GDC 2015  
by Staff [10.20.14]
Engine director Mike Acton is an expert on the topic, and in his "Great Management of Technical Leads" talk at GDC 2015 he'll lay out the entry-level expectations you need to know about.
Console/PC, Production, Business/Marketing, GDC

Jade Raymond departs Ubisoft after a decade with the company  
by Alex Wawro [10.20.14]
Game industry veteran Jade Raymond has announced plans to depart Ubisoft Toronto after ten years with the company, citing an interest in pursuing new ambitions.
Console/PC, Business/Marketing