Why Device 6 dev Simogo is taking a break from mobile games
It seems like a big deal for the studio, and a significant bellwether for mobile game devs, so Gamasutra quickly talks with Simogo cofounder Simon Flesser to find out more about the decision.
Video: Visual designer Peter Chan shares how artists can revitalize their creativity
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Why BioWare decided to create Mass Effect instead of Star Wars: KotOR 2
Longtime BioWare team member James Ohlen explores the development of Knights of the Old Republic
and explains how its influence can still be felt in later BioWare games.
Weekly Jobs Roundup: Insomniac Games, Gamehouse, and more are hiring now
This week's roundup of game development job openings includes companies looking to hire animators, engineers, programmers, and release managers.
Best of 2017: No industry for old men (or women)
Ageism, fatigue, frustration and hope: what is it like to grow old in the video game industry?
Bungie tweaks expansion-locked Destiny 2 modes in wake of player criticism
The dev says that it planned to lock certain end-game activities behind each new expansion in an effort to keep those modes competitive, but that the decision was poorly received.
Q&A: Bethesda opens up about Fallout 4 VR and the plunge into VR game dev
Fallout 4 VR
is out today, and here lead producer Andrew Scharf chats with Gamasutra about the ups and downs of making Bethesda's big, sprawling games accessible to players in VR.
Blog: Engineering Kongregate's big SSL switch
An explanation of the engineering work behind Kongregate's switch to SSL.
Learn to make great interactive experiences for mobile at GDC 2018
At GDC 2018 a panel of mobile story experts from Inkle (80 Days
), Big Fish Games (Lifeline
), and Pocket Gems (Episode
) will discuss and debate how to create great narrative experiences for mobile.
Blog: What can game designers learn from foreign languages?
Let's look at some of the upsides and benefits of learning an additional language when you're a game developer.
App Store devs can now make their games available for pre-order
The Cupertino giant rolled out the feature yesterday, meaning devs can now make their apps available for pre-order 90 days before they're due to launch,
Survey: 11% of British children have taken part in game-related gambling
An annual survey from the UK Gambling Commission has found that over 1 in 10 British children aged between 11 to 16 have participated in some form of game-related gambling.
Nintendo Switch worldwide sales top 10M units
The Nintendo Switch has now sold-through more than 10 million units since launching on March 3, 2017.
Blog: Using intention and meaning to add depth
A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative when dealing with player death.
Bury Me, My Love and the emotional rollercoaster of making a video game
Bury Me, My Love
creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
New Zealand says lootboxes 'do not meet the legal definition for gambling'
New Zealand's gambling regulator--the Gambling Compliance office of its Department of Internal Affairs--has told Gamasutra that "the Department is of the view that loot boxes do not meet the legal definition of gambling."
Ubisoft Milan on the pitching process of Mario + Rabbids Kingdom Battle
Ubisoft Milan's Dario Migliavacca and Davide Soliani discuss their experience working with Nintendo on Mario + Rabbids Kingdom Battle
and the challenges of working with an established IP.
Video: The making of Little Inferno
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno
Get a job: TheWaveVR is hiring a Game Designer
TheWaveVR is looking for a Game Designer/Product Manager to be in charge of designing, implementing, and tuning game mechanics in its music concert platform TheWaveVR
You Must be 18 or Older to Enter cut from Steam over pornography concerns
Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn.
Best of 2017: How to design decisions that feel intimately difficult
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine
- and examines how it can be used in other contexts.
Apple's evolving rules make iOS a hard platform for small devs, says Year Walk dev
Keeping a game from being phased out of Apple's App Store means devs have to keep it supporting it perpetually, something some devs are finding hard to justify.
Come to GDC 2018 and see how Owlchemy brought Rick & Morty into VR
Owlchemy Labs' Alex Schwartz and Devin Reimer will break down the successes, failures, and lessons learned during the development of the game, published earlier this year by Adult Swim.
Blog: Exploring the link between light distribution and art direction
A brief look at the importance of bidirectional reflectance distribution functions (BRDFs) in stylized work, which is often overlooked in favor of simply changing art assets.
Ubisoft delays projects after Assassin's Creed: Origins finds success
Ubisoft has delayed Far Cry 5
, The Crew 2
, and another unannounced project to give its development teams more time to add polish.