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July 17, 2019
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Updates » Production
PSA: One week left to submit your talks for XRDC 2019  
by Staff [05.13.19]
XRDC happens October 14-15 at the Fort Mason Festival Pavilion in San Francisco, so make sure to submit your pitches for talks: the deadline for proposals is next Monday, May 20th at 11:59 PM Pacific!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

The Australian Labor Party wants to restart the Interactive Games Fund 2
by Chris Kerr [05.13.19]
The Australian Labor Party has pledged to reintroduce the Australian Interactive Games Fund if voted in during the country's upcoming elections on May 18. 
Production, Business/Marketing

New releases driving sales at Square Enix, but launch costs cause profits to dip  
by Chris Kerr [05.13.19]
New releases including Kingdom Hearts III, Shadow of the Tomb Raider, and Just Cause 4 are driving sales at Square Enix, which just released its financials for the full-year ended March 31, 2019. 
Console/PC, Design, Production, Business/Marketing

The 12 principles of animation in video games  
by Jonathan Cooper [05.13.19]
In this chapter of his book "Game Anim: Video Game Animation Explained" Jonathan Cooper lays out the 12 principles of animation and how they're applied in games like Cuphead or Shadow of the Colossus.
Console/PC, Indie, Art, Production

Video Game Deep Cuts: That Yuppie Psycho, Thomas The Tank Engine  
by Gamasutra Staff [05.10.19]
This week's roundup includes the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, Sable, Vader Immortal & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A behind-the-scenes look at how Subnautica was made  
by Staff [05.10.19]
In this insightful GDC 2019 postmortem Unknown Worlds Entertainment's Jonas Boetel explains how open development saved the studio's hit underwater survival game Subnautica.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Sony releases documentary detailing God of War's development 1
by Alissa McAloon [05.10.19]
Sony’s feature-length documentary Raising Kratos has been released, offering developers an in-depth look at the five-year development of the 2018 God of War reboot.
Console/PC, Production, Video

Blog: Creating a physics based fighting game in Unity 1
by Gamasutra Community [05.10.19]
How do you create a fighting game in Unity with realistic physics? This article shows you the basics, leveraging simple Spring PD controllers and Inverse Kinematics.
Programming, Design, Production

Big game, small team, no crunch: Behind the success of open world RPG Outward 13
by Bryant Francis, Kris Graft [05.10.19]
Nine Dots CEO Guillaume Boucher-Vidal discusses the ruthlessly efficient, crunch-free development on the sprawling open world RPG Outward -- and drops some big opinions on the old catchphrase "find the fun."
Console/PC, Design, Production, Business/Marketing

Video: The Lemmings Classic Game Postmortem  
by Staff [05.09.19]
In this GDC 2019 presentation Lemmings co-creator Mike Dailly discusses the creation of the seminal DMA Design puzzle-platform game starring those allegedly suicidal rodents
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Blog: Tools for selling your story  
by Gamasutra Community [05.09.19]
Games require teamwork, and if you're a game writer or developer then you'll need your team's support and buy-in on your work. So, here are some tools to help you sell your story to the masses.
Production, Business/Marketing

Blog: A mini-postmortem of the hero theme  
by Gamasutra Community [05.08.19]
Composer Winifred Phillips presents a mini-postmortem on the evolution of a single melodic theme -- first composed for EA's Spore Hero, and eventually appearing in a trailer for Avengers: Endgame.
Audio, Production

Porting Dead Cells to mobile: An in-depth breakdown  
by Laura Saada [05.07.19]
Laura Saada with mobile publisher Playdigious dives deep into the harrowing process of bringing a frenetic button-centric "roguevania" to touchscreen devices.
Smartphone/Tablet, Indie, Design, Production

Get a job: Join Sucker Punch Productions as a Narrative Writer  
by Staff [05.06.19]
Sucker Punch is looking for a Narrative Writer to help create engaging narrative content for our upcoming project, Ghost of Tsushima.
Console/PC, Production, Recruitment

Blog: Transitioning from desktop to mobile game development 2
by Gamasutra Community [05.06.19]
This is the blog post that I wish I had read when I first transitioned to mobile games: an overview of the top challenges and solutions I faced developing mobile games having focused solely on PC games prior.
Console/PC, Smartphone/Tablet, Programming, Production

Blog: Mapping your soft launch with hard-hitting IP  
by Gamasutra Community [05.06.19]
Strong IP is a boost that can catapult games apps to the top of the charts. To make it big requires a new level of teamwork and open communications.
Production

Video Game Deep Cuts: Type Dreams, Death Punch Nightmares  
by Gamasutra Staff [05.05.19]
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Inside Prismata's hierarchical portfolio search AI
by Staff [05.03.19]
At GDC 2017 Lunarch Studios' David Churchill describes the Hierarchical Portfolio Search AI system created for Prismata, and how it can be adapted to fit almost any genre of game!
Console/PC, Production, Video, Vault

Blog: What is 'live support' and how does it fit into the games industry?  
by Gamasutra Community [05.03.19]
This is how customer support, quality assurance and community can work together with the right tools to provide a customer-centric approach to live support.
Production

Former temps claim NetherRealm has long history of exploitation and abuse 3
by Chris Kerr [05.02.19]
Update "[Temps] were called nicknames behind their backs and they were very inappropriate, especially for women. A lot of the nicknames for women were really perverted and disgusting."
Console/PC, Production, Business/Marketing