Blog: Building the boss fights of X-Morph: Defense - Part 3
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense
, and why we decided to get rid of it completely.
Rare says streamers were critical to Sea of Thieves' success
Sea of Thieves
broke its three-month sales target in 24 hours with a little help from Game Pass, and a lot of help from streamers.
PUBG dev says store-bought assets help teams 'work smart'
"Hiring an art team of 40 people to 'try a game' and 'see if it's fun' is simply not a smart way to work. This is what the asset store is for."
Blog: Are battle royale titles the next big esport?
Battle royale titles and Fortnite
in particular have taken over multiplayer and streaming, but does the genre have the legs to be the next big esport?
How Avalanche and id are working together to build a new Rage
game director Magnus Nedfors explains how Avalanche and id started collaborating, shedding some light on what he and his team have learned about making open-world games that feel dynamic.
Video Game Deep Cuts: Another Grim E3 World
This week's highlights include lots of E3 news, a Grim Fandango
reading to remember, and a stellar analysis of Another World/Out Of This World
Video: Building the touchy-feely world of Media Molecule's Tearaway
At GDC 2013, Tearaway
creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Sales from Fallout 76 'Country Roads' cover will be donated to charity
Bethesda Softworks will donate 100 percent of sales made from the song used in Fallout 76's
trailer to Habitat for Humanity.
Behind the motion-capture kiss in The Last Of Us Part II
Advanced facial capture helped orchestrate the kiss featured in the trailer for The Last Of Us Part II
Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Editor Roundtable: How does Ubisoft's HitRecord partnership impact devs?
The Gamasutra editorial team discusses the potential impact and reasoning of Ubisoft's partnership with HitRecord to bring crowdsourced assets into Beyond Good and Evil 2.
Don't Miss: How Prey gives players space to tell their own stories
Gamasutra looks at how the holistic level design of Prey
gives players room to tell stories of their own.
Review manipulators aren't as sneaky as they think they are, warns Valve
“We ban games and partners all the time for this,” said Valve’s Tom Giardino. “It’s really easy for us to see when you do, even if you you do it slowly.”
Microsoft is making changes to its Xbox app to better reflect PC users
Microsoft's Xbox app for Windows 10 is being reworked to reflect the wishes of PC users.
Blog: Chess + Rogue = Chogue - some notes on hybrid game design
An introduction to Pippin Barr and Jonathan Lessard's chess-Rogue mash-up called Chogue
, and the specific exploration of game design space its hybrid nature facilitates.
Blog: Composing video game music for virtual reality - Part 3
Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, this time discussing composition and recording methods to make music fit into a VR world.
Former Telltale CEO and co-founder Kevin Bruner is suing the studio
Telltale has called the lawsuit "meritless," and suggests it has been filed "as an apparent means of extracting revenge on a company already under financial strain."
Cultist Simulator beats sales target after selling 40,000 copies
Weather Factory's roguelike narrative card game has smashed internal sales expectations by selling 40,000 copies in its first two weeks on shelves.
Blog: Finding the magic in VR-centric design
This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder.
Designing Wizard of Legend's fighting game-inspired spell combos
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend
Naughty Dog's Last Of Us games have sold over 17M copies in 5 years
It's been five years to the day since Naughty Dog released The Last Of Us
, and the studio confirms it's now sold over 17 million copies of the game across PlayStation 3 and 4.
Avalanche EP: livestreaming 'can't not' influence game development now
One of the executive producers on Just Cause 4
explains how streaming has changed the studio's approach to game development.
Video: Lessons learned during the development of Guacamelee!
In this GDC 2014 talk, DrinkBox Studios' Chris Harvey delves into the development of Guacamelee!
from concept to release, discussing all of the difficult decisions made during production.
Sekiro: Shadows Die Twice will play much differently than Bloodborne
Sekiro: Shadows Die Twice
director Hidetaka Miyazaki discusses how the upcoming FromSoftware title will differ from Bloodborne
HitRECord founder responds to backlash over crowdsourcing assets for Beyond Good and Evil 2
HitRECord founder Joseph Gordon-Levitt posts a blog discussing the recent announcement to collaborate with Ubisoft on crowdsourcing assets for Beyond Good and Evil 2