Gamasutra's Best of 2017: Bryant Francis' top 10 games
Gamasutra contributing editor Bryant Francis runs down his top 10 games of 2017.
10 smart devs will deliver incisive, rapid-fire microtalks at GDC 2018!
For the tenth year running, the perennially popular Microtalks session is happening at GDC 2018! Come get a rapid-fire rundown of some of the most interesting and pressing matters in the game industry.
Obituary: Video game lawyer and VGBA co-founder David Rosenbaum
Rosenbaum represented publishers and developers from around the world, and helped establish the Video Game Bar Association.
Blog: What Nintendo Power can teach us about indie marketing
Nearly 30 years ago Nintendo started publishing a magazine that captured the imagination of every game-playing child in North America. It was also a great marketing tool. Here's what it did right.
Funcom secures $10.6M to kickstart publishing and co-development ventures
Conan Exiles developer Funcom has secured $10.6 million in funding from Swedbank Robur Fonder to expand into the world of licensing and co-development.
Blog: Practical tips for organising setting docs for narrative games
"The struggle to keep documentation useful is the struggle of Ra with the serpent Apep. There is no enduring victory; but if you cease to make the effort, then darkness covers everything."
5 trends that defined the game industry in 2017
2017 in the video game industry was essentially a game of Playerunknown's Battlegrounds
. Here are the trends that defined a year of fighting over a chicken dinner.
Video Game Deep Cuts: Dance, Dance Aztarac!
This installment of Video Game Deep Cuts includes pieces about the death and rebirth of Dance Dance Revolution
, the resurrection of gorgeous vector arcade game Aztarac
after its creator's death, and lots more.
Video: Game dev lessons learned in making co-op board game Burgle Bros
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Don't Miss: Designing Star Wars: Knights of the Old Republic's combat system
This classic article initially appeared in the December 2003 issue of Game Developer magazine, and offers a fascinating look back at how BioWare designed combat for its standout Star Wars RPG.
Get a job: 2K is hiring a Lead Rendering Engineer
2K is looking for a Lead Rendering Engineer to join its team and develop new rendering tech, modify core shaders, and develop new and interesting systems for world and character rendering.
Infinity Ward is setting up shop in Poland with new studio
The new, R&D-focused office will be based out of Krakow, Poland.
Best of 2017: Between a rock and a 'Harada' place: The massive Tekken interview
Bandai Namco game director Katsuhiro Harada discusses how Tekken
is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Autodesk is discontinuing its Stingray game dev engine
Autodesk is backing away from its Stingray game development engine and will halt its sale on January 7, 2018, though the engine will still be distributed to Maya LT subscribers.
Attend GDC 2018 to see how Moss' endearing mouse protagonist was made
Come to GDC 2018 for a great presentation from the makers of Moss
about how they animated the game's charming mouse protagonist Quill!
Q&A: Designing Flutter VR, a game unapolegetically made for women
Runaway Play's Zoe Hobson and Emma Johansson chat with Gamasutra about their VR game Flutter VR
, what making a game for women means these days, and the state of the New Zealand game industry.
Microsoft is bundling Battlegrounds with the Xbox One X
The surprise holiday promotion marks 1 million console PUBG players and is available from December 17 through the end of 2017.
These are the games you'll play at GDC 2018's alt.ctrl.GDC showcase!
Game Developers Conference 2018 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Blog: Making Boss 101 and living our dreams
was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101
, and the ups and downs of moving from big games to indie development.
Survey: 29% of UK games businesses damaged by Brexit
The Brexit process has been causing headaches for a good chunk of the British games industry, according to a new business survey from UK trade body TIGA.
Blog: Here's what I learned from two game launches
Despite getting front page exposure on Steam our launch for Political Animals
didn't go well, but our second game sold almost three times as many units without a Steam feature. Why?
Keywords snaps up Mexican localization outfit LOLA for $1.03M
Based in Mexico City, LOLA provides Latin American Spanish dubbing, localization, and sound design services for the video game, firm, and television industries.
Memory Matters: A special RAM edition of Dirty Coding Tricks
Here we have a host of stories from devs across the industry (and across the years/platforms) about less-than-righteous methods used to fit levels, textures, & entire games into their required spaces.
Video: Capy Games' Super Time Force and the paradox of time travel
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force
Ubisoft tech UX director David Lightbown explores the history of Unreal Engine
Ubisoft's David Lightbown joined us to analyze the history of Unreal Engine and explain what existing coding tools informed its development.