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July 5, 2015
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Composing adaptive music for games: Advanced concepts in Elias  
by Gamasutra Community [06.26.15]
A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."
Console/PC, Indie, Audio

21 CRPGs that brought something new to the table 19
by Gamasutra Community [06.26.15]
"I've examined almost 300 RPGs, from the latest releases to PLATO titles from the 70's. I've decided to make a really, really, really abridged version of my book, focusing on one single aspect: cool stuff."
Console/PC, Design, History

Making gender matter: Lessons from tabletop RPG Night Witches 16
by Katherine Cross [06.26.15]
How can you make gender relevant and interesting without subsuming characters beneath stereotypes? Night Witches, a tabletop RPG based on female members of a real Soviet bomber regiment, has some answers.
Design

Music composers and sound designers in VR: The headphones problem 8
by Gamasutra Community [06.26.15]
God of War composer Winifred Phillips on music for VR: "I'm going to share what I learned about the issue... including a conclusion which may indicate an imminent problem for some VR gamers."
Console/PC, Indie, Audio

Don't fear competitors, embrace them! 2
by Gamasutra Community [06.26.15]
"I propose and hope we stop fearing one another's games just because they're similar to ours in some way. Instead, remember how great it is these games exist."
Indie, Business/Marketing

What goes into making an indie visual novel: Summoner Sweetheart  
by Gamasutra Community [06.26.15]
"I think it was the 'right choice' to tackle it because everyone involved now understands what it’s like to bite off more than we can chew and how to come back from that hurdle."
Console/PC, Indie, Design, Production

Koji Igarashi on the power and responsibility of being Kickstarter-funded 4
by Christian Nutt [06.26.15]
Gamasutra had a chance to sit down with Koji Igarashi and talk about the successful Kickstarter campaign for Bloodstained: Ritual of the Night, and how he feels about breaking records, and breaking free.
Console/PC, Indie, Design, Production, Business/Marketing

France loosens up the rules for video game tax breaks  
by Christian Nutt [06.25.15]
Mature games are now eligible for funding, retroactive to projects from 2014 -- and the government is getting more flexible about smaller-budget games and staffing costs, too.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Make a game like it's your last, and burn bright 7
by Christian Nutt [06.25.15]
Advice from the Fire Emblem team: The venerable series had reached its conclusion -- but Awakening revitalized the franchise, and now it's a core Nintendo series.
Console/PC, Design, Production, Business/Marketing

Want to find the right game? UC Santa Cruz debuts a new discoverability tool 5
by Christian Nutt [06.25.15]
It's a big problem: Players can't find the games they might like. And developers can't locate prior art, either. Here's an attempt at solving discoverability issues.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Get a job: Retro Studios seeks a Character Artist  
by Staff [06.25.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze)is looking for a character artist to do modeling, texturing and art design in Retro's Austin, TX office.
Console/PC, Art, Recruitment

Games are key to Microsoft's 'broader vision for Windows,' says CEO  
by Alex Wawro [06.25.15]
Today, a company-wide email from Microsoft CEO Satya Nadella obtained by Geekwire suggests that the company sees games chiefly as a useful commodity for selling its Windows ecosystem.
Console/PC, Business/Marketing

Video: An art direction autopsy of Firaxis' XCOM: Enemy Unknown  
by Staff [06.25.15]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art, Video, Vault

Jordan Mechner encourages developers to accept their dark sides 1
by Alex Wawro [06.25.15]
Speaking in Barcelona, the veteran game designer shared stories of battling his own personal dark side after releasing Prince of Persia and exhorted fellow developers to embrace their "shadow" selves.
Console/PC, Business/Marketing

Don't Miss: How Rocksteady surprised the world with Arkham Asylum 17
by Kris Graft [06.25.15]
In this classic 2009 analysis, Gamasutra examines the curse of the licensed superhero game and the effects of hype and expectation in the wake of Rocksteady's surprising Arkham Asylum launch.
Console/PC, Business/Marketing

Stonehearth studio nets $4.5M to keep making PC games 1
by Alex Wawro [06.25.15]
Indie studio Radiant Entertainment has secured $4.5 million in investments from firms like London Ventures Partners as it continues to develop its Kickstarted PC game Stonehearth.
Console/PC, Business/Marketing

Attend GDC Europe to see how Bossa cooks up games like I Am Bread  
by Staff [06.25.15]
From insight into how Bossa balances creativity with productivity to practical tips on being more Agile, these GDC Europe 2015 talks are all about helping you make your game production process easier and more efficient.
Console/PC, Indie, Design, Production, GDC Europe

Video blog: An interview with Never Alone's Ishmael Hope  
by Gamasutra Community [06.25.15]
I spoke with the lead writer of Never Alone, Ishmael Hope, about Iñupiaq storytelling, the character of arctic weather, and the challenges of presenting indigenous culture in Western media.
Console/PC, Indie, Design

Apple pulls games that feature Confederate flag from the App Store 33
by Kris Graft [06.25.15]
Amid reignited controversy surrounding the use of the Confederate flag in America, Apple has reportedly pulled all games that feature the flag from the App Store.
Smartphone/Tablet, Indie, Business/Marketing

Blog: 2D procedurally generated world-building in Unity 3
by Gamasutra Community [06.25.15]
When I first encountered games such as No Mans Sky and Dwarf Fortress I was fascinated by the idea that it's possible to create an entire "reality" using nothing but algorithms and random numbers.
Indie, Programming