7 notable puzzle-platformers every dev should study
The puzzle-platformer (a popular contradiction!) remains a difficult genre to do well, an important one to explore, and a crowded one to enter. Here are 7 examples of games that do all three well.
Video: The community management behind Assassin's Creed: Brotherhood
In this 2015 GDC session, Graziani examines how traditionally counterintuitive practices can help developers define and nurture a passionate community.
Get a job: Wargaming is hiring a UI Engineer
Wargaming is looking for a UI Engineer with 2 or more years of experience to join its team at Wargaming Chicago-Baltimore.
How collaboration brought Horizon Zero Dawn's writing to life
“It's just one of these examples of how wrong I can be and, really, the importance of collaboration across the disciplines," John Gonzalez recalls one difficult decision from development.
Don't Miss: Taking cues from Shadow of the Colossus to design good companions
"Compared to some other support characters, Shadow of the Colossus
' Agro’s list of gameplay uses is pretty limited but they are perfect for the overall design of the game. There’s nothing unnecessary about him."
Analyst: Mobile game sessions decreased by 16% in 2017
As overall smartphone use approaches a plateau, the analytical firm Flurry says that mobile game sessions have once again decreased.
Blog: Server syncing solutions and data-driven balancing
Let's talk about the solutions we built for the continuous server syncing of Blood Runs Cold's
player data, and the data-driven balancing toolset that let us juggle 400+ ScriptableObjects.
Steam competitor Robot Cache hopes to woo devs by slashing platform fees
The company is hoping to entice game makers by using blockchain technology to reduce fees and offer a bigger cut of sales.
Don't skip the smorgasbord of great talks at GDC 2018's Indie Games Summit!
It's 2 months 'til GDC 2018
, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game.
Blog: A production analysis of I Am Overburdened, with numbers!
It has been a little over two months since I released I Am Overburdened
, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Lego bringing online games to China with help from Tencent
Lego and Tencent are joining forces to create online games and experiences aimed at children in China.
Former Motorstorm and DriveClub devs open new indie studio, Wushu
A group of former Evolution Studios developers have banded together to form new indie outfit, Wushu Studios.
Blog: A vivisection of Plague Inc: The Board Game - Part 2
I'm the creator of Plague Inc.
and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game.
Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox
Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox
Blog: Why your defect count is defunct
How do you go about measuring the performance of your QA team? You don't. Here's why you should stop monitoring your teams bug quota and using it as metric to justify their output.
Quantic Dream on defense amid allegations of toxic work environment
Three French publications have leveled serious misconduct and harassment allegations against Heavy Rain
developer Quantic Dream, whose founders have denied accusations.
Games Done Quick raises $2.26M for the Prevent Cancer Foundation
Charity speedrunning outfit Games Done Quick has raised a record-breaking $2.26 million from its debut 2018 event.
Ubisoft partners with Tencent to bring Ketchapp titles to China
"Weixin Mini-Game offers Chinese players instant access to a wide range of fun and challenging games. We have witnessed the massive success of Jump Jump and we are delighted by this collaboration."
Blog: Combating 'hoarder syndrome' in your game
Today's post looks at hoarder syndrome in video games to understand how certain designs create it, and the best ways to combat it.
Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf
, and some (slightly) nicer loot box implementations.
Video: Redefining music in The Witcher 3: Wild Hunt
In this GDC 2016 session, The Witcher 3: Wild Hunt
composers Marcin Przybylowicz and Mikolai Stroinski discuss the soundtrack's influence on narration and how Slavic folklore influenced musical direction.
Activision's Transformers games pulled from digital stores
Hasbro's licensing deal with Activision has expired, causing Transformers: War for Cybertron
, Fall of Cybertron
to be quietly removed from digital marketplaces.
Here are Gamasutra's predictions about the game industry for 2018
The Gamasutra editorial crew attempts to guess how an already-tumultuous 2018 will play out.
Don't Miss: The state of game development in Africa
In this timeless feature, local devs dream of African heroes and mythical beings embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.