Vivendi unsure whether to drop Ubisoft stock or attempt a takeover, says exec
Ubisoft's annual shareholders meeting passed without incident, but Bloomberg reports that Vivendi's stock in the company is poised to rise later this year -- potentially mandating a takeover attempt.
New deal brings the voice actors' union strike to a (tentative) end
On Saturday both sides reached a deal that brings the strike to a (tentative) end, though it does not include the royalty payments voice actors were pushing for.
Video: How Total War: Warhammer's siege AI works
At GDC 2016 AI Summit, Creative Assembly's Andre Arsenault explains how the studio's big strategy game Total War: Warhammer
was built with specialized high-level AI to guide massive armies.
Don't Miss: What a difference 0.2 seconds makes in balancing Halo 3's sniper rifle
To mark Halo 3
's 10th birthday, watch this classic talk from designer Jaime Griesemer about how huge a change to "less than 0.00001th of the overall game data" was for the seminal shooter.
A look at WeFly: The Wii Pilotwings game that never came to be
Factor 5 founder Julian Eggebrecht has released never-before-seen footage of WeFly
: the open-world Pilotwings
game that never saw the light of day.
Get a job: Naughty Dog is hiring a Gameplay Programmer
Naughty Dog is looking for a Gameplay Programmer to work closely with the design and art teams to bring ideas and new gameplay features to life in Santa Monica, California.
Razer is getting into the smartphone business before year-end
Just ahead of its IPO in Hong Kong, the video game peripheral and hardware manufacturer has announced that it is working on its own smartphone “specifically geared toward gamers and entertainment.”
Rich Vogel departs BattleCry Studios to join Certain Affinity
Vogel departs his position as president at BattleCry Studios to join Certain Affinity as vice president of technology and services.
The GDC 2018 UX Summit seeks your best talks on user experience!
As GDC 2018 draws closer, organizers want to quickly remind you that they're still accepting UX Summit talk submissions -- but only until this Friday, September 29th at 11:59 pm Pacific!
Blog: Creating a simple physics-based motion controller
How do you move an object to a desired position by applying forces? With a simple physics-based position controller.
Reminder: The deadline to submit your game to the 2018 IGF is fast approaching!
Don't forget: The submission
deadline for the 2018 Independent Games Festival Main Competition ends Monday, October 2nd (10/2) at 11:59 PM PT!
Blog: What I learned living in Seattle as an indie dev
If you want to move to Seattle to pursue indie game development, I'm now you one year into the future. Here are all the pros, cons and what I learned from living in Seattle for a year.
Gamescom 2017 indie roundup, part 2
Part two of IndieGame.com's roundup of some of the most striking independent titles on display at the 2017 Gamescom in Cologne, Germany.
Multiplayer madness: How F-Zero inadvertently inspired Super Mario Kart
Nintendo has posted an interview with Super Mario Kart
directors Tadashi Sugiyama and Hideki Konno to shed some light on how the SNES title took shape 25 years ago.
Blog: Breaking down the soundtrack for Monsters and Medicine
In this essay, composer Pieter Smal analyses his soundtrack for the South African indie game Monsters and Medicine.
Concept art shows Valve almost added women to Team Fortress 2
It looks like Valve contemplated adding women to the cast of Team Fortress 2
at one point, before ultimately deciding against the move.
Layoffs at The Chinese Room as Dear Esther creator 'goes dark'
"Between financial pressures, trying to keep the lights on for the employed team, the stress of end-of-development, and health issues, it just wasn’t a tenable thing anymore."
Blog: The art of turn-based RPGs - Part 1
Felipe Pepe, editor of the CRPG Book Project, takes a look at some of the most interesting mechanics and design choices in turn-based RPGs.
Postmortem: Greater accessibility through audio in Killer Instinct
"A main directive was to make sure each character/game mode was identifiable enough that someone would be able to tell what was going on even if they weren’t in the same room that the game was being played in."
Video Game Deep Cuts: The Nex Shadow Of The Outsider
Some of this week's longform article/video highlights include pieces on Nex Machina
's intense gameplay, Shadow Of War
's Nemesis system, & the latest Dishonored
'You can feel their pulse fading': How Reaping Rewards tells an emotional story in VR
Today at VRDC Fall 2017, Limitless founder Tom Sanocki explains what he’s learned about the art of making immersive, affecting VR experiences -- and how fellow VR devs could do the same.
VR as an effective tool for exposure therapy & phobia treatment
During VRDC Fall 2017 in San Francisco today, executive director of Checkpoints Organisation Jennifer Hazel lead a discussion that covered what makes a VR experience effective for phobia treatment.
Raw Data devs share their missteps so you won't make them too
“Today we’re going to tell you everything that went wrong with Raw Data
,” said Survios design director Mike McTyre, alongside Survios CT Alex Silkin at VRDC Fall 2017 today.
Video: Creating the striking underwater seascapes of Abzu
At GDC 2017, Giant Squid's Matt Nava gives a behind-the-scenes look at the processes he and the rest of the team developed to create the vibrant, teeming underwater world of Abzu
How presence in VR is beneficial for human research
During VRDC 2017 in San Francisco today, head of virtual reality and game design at IBM Research Aldis Sipolins lead a discussion about what VR means for human research.