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May 26, 2019
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Updates » Console/PC
Constant development means a perpetual push to crunch at Epic, say Fortnite devs 14
by Alissa McAloon [04.23.19]
"If I take time off, the workload falls on other people, and no one wants to be that guy," one dev tells Polygon how crunch has become an unofficial requirement for QA at Epic Games.
Console/PC, Social/Online, Production

Assassin's Creed Unity hit by review bombers intent on spreading positivity 2
by Chris Kerr [04.23.19]
Assassin's Creed Unity is the latest game to be review bombed by Steam users, but perhaps not in the way you'd expect.
Console/PC, Business/Marketing

Here's why the Epic Games Store takes a 12 percent revenue cut from devs 10
by Chris Kerr [04.23.19]
Tim Sweeney has explained exactly why the fledgling Epic Game Store only takes a 12 percent revenue cut from devs, as opposed to the once standard 30 percent taken by rival Steam.
Console/PC, Business/Marketing

World War Z has surpassed 1 million sales in first week  
by Chris Kerr [04.23.19]
The co-op title launched on April 16 for PlayStation 4, Xbox One, and Windows PC, and notably skipped Steam in favor of the Epic Games Store.
Console/PC, Business/Marketing

Video: The making of the Xbox Adaptive Controller  
by Staff [04.22.19]
This GDC 2019 talk covers the process of designing the Xbox Adaptive Controller and how it required the Microsoft Devices team to rethink how they engineered controllers altogether.
Console/PC, Design, Video, Vault

GB Studio offers a free Game Boy-inspired way to create 2D games  
by Alissa McAloon [04.22.19]
30 years out from the release of Nintendo’s iconic handheld, GB Studio offers a way to create Game Boy-esque games that can be played in browsers or emulators.
Console/PC, Social/Online

Get a job: Rockstar Games is hiring a Facial Animator  
by Staff [04.22.19]
Rockstar Games is hiring a talented animator to create facial animations for characters and animals appearing throughout cinematic and gameplay sequences in its games.
Console/PC, Art, Recruitment

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production

Apex Legends is on the decline with streamers after a record-setting month 14
by Alissa McAloon [04.22.19]
A report from StreamElements says that Apex Legends viewership has seen a steep decline in the last month as major streamers move on from the game.
Console/PC, Social/Online

Over half of PUBG Corp's 2018 revenue came from Asia  
by Alissa McAloon [04.22.19]
PUBG Corp saw $920 million in revenue for 2018, most of which came from the PC version of its multiplatform game PlayerUnknown's Battlegrounds.
Console/PC, Smartphone/Tablet

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design

Amnesia dev makes the case for why lying to players is sometimes good game design 2
by Alissa McAloon [04.19.19]
Frictional Games' Thomas Grip explains how considering what players assume about features can sometimes matter more than the actual features themselves.
Console/PC, Design

Take me to the hole: Loss and triumph in Astroneer 1
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Console/PC, Indie, Design

China's game approval rules will soon apply to HTML5 and WeChat mini-games  
by Alissa McAloon [04.19.19]
China's game approval process has undergone a lot of change in the past year or so, including a full-on freeze for most of 2018, but more changes are set to hit the program this month.
Console/PC, Social/Online, Smartphone/Tablet

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Console/PC, Design

The imperfect science of Falcon Age's baby bird-based social media marketing  
by Bryant Francis [04.19.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake talks about the baby bird that won Twitter's heart, and also a bit about Disneyland-like level design in Falcon Age.
VR, Console/PC, Design

Video: Procedurally creating Manhattan for Marvel's Spider-Man  
by Staff [04.18.19]
At GDC 2019 Insomniac's David Santiago shares a behind-the-scenes look at the open world pipeline of Marvel's Spider-Man and how it was architected to procedurally author an open-world Manhattan.
Console/PC, Programming, Production, Video, Vault

Nintendo's past VR research laid the foundation for Labo VR  
by Alissa McAloon [04.18.19]
Existing virtual reality research made the craftable cardboard Labo kits a natural solution to bring VR to the Nintendo Switch.
VR, Console/PC