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December 6, 2019
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Rune II publisher Ragnarok 'shocked' by closure of dev Human Head Studios  
by Chris Kerr [11.14.19]
Rune II publisher Ragnarok Game has expressed surprise at the closure of developer Human Head Studios, which came just a day after the title launched.
Console/PC, Business/Marketing

Goodbye Kansas grabs 45 percent stake in Norwegian studio Misc Games  
by Chris Kerr [11.14.19]
The deal saw Goodbye Kanas pay roughly $650,000 for a 25 percent share in the company, before  purchasing an additional 20 percent stake from previous stakeholder Validé AS.
Console/PC, Business/Marketing

Blog: Going indie in Syria 10
by Gamasutra Community [11.14.19]
We all had to struggle to make something out of life, but I am grateful for how far I have gone. This is my story on how I made my first game AvoCuddle and overcame the difficulties Syrians faced.
Design, Business/Marketing

John Carmack steps down as Oculus CTO to explore artificial intelligence  
by Chris Kerr [11.14.19]
During his time at the VR company, Carmack oversaw the development and commercial launch of the original Oculus Rift headset, its successor the Oculus Rift S, and the standalone Oculus Quest.
VR, Business/Marketing

Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds 2
by Bryant Francis [11.14.19]
Tim Cain and Leonard Boyarsky, co-directors on The Outer Worlds share some lessons they learned making their far-out space western RPG.
Console/PC, Design

Get a job: Join Supergiant Games as an Engine Programmer  
by Staff [11.13.19]
Our ideal candidate would relish the technical challenges inherent in cross-platform engineering, rendering, multi-threading, systems architecture, and optimization.
Programming, Recruitment

Oculus and Unity team up for free course on VR game development  
by Alissa McAloon [11.13.19]
Oculus and Unity have teamed up to launch the 'Design, Develop, and Deploy for VR' program, aiming to give game developers the building blocks needed to start their first virtual reality projects.
VR, Programming, Audio, Design, Production, Business/Marketing

Don't Miss: The Binding of Isaac postmortem 26
by Staff [11.13.19]
In this classic feature, Edmund McMillen discusses how he added religion toZelda, mixed it with a roguelike, and came out with a surprise hit.
Indie, Programming, Art, Design, Production, Business/Marketing

Video: How Techland built Dying Light's remarkable parkour system  
by Staff [11.13.19]
In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.
Console/PC, Design, Video, Vault

Tencent's online game revenue surpasses $4 billion in Q3  
by Alissa McAloon [11.13.19]
Tencent’s online game revenue is up 11 percent year-over-year for the quarter ending September 30, coming in at RMB 28.6 billion or just over $4 billion for the three-month period.
Console/PC, Social/Online, Smartphone/Tablet

Google plans to roll out Stadia features weekly after a barebones Nov. 19 launch 1
by Alissa McAloon [11.13.19]
"We always start with nailing the key user-journey and then proceed with releasing extra features. YouTube started with 'watch video'. For Stadia it's 'Play the Game on your biggest screen.'"
Console/PC, Social/Online

Steam search suggestions & premium positioning 2
by Gamasutra staff [11.13.19]
This time out, I thought it would be interesting to look - incredibly specifically - at Steam search suggestions. That is, the games that pop up when you start typing in things in Steam search.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Nintendo: While nostalgia has appeal, remakes need to offer new game experiences 1
by Alissa McAloon [11.13.19]
Nintendo president Shuntaro Furukawa says that even remakes of classic titles should bring something new and fresh to the table.
Console/PC

Learn the painterly tricks used to model Mortal Kombat 11 at GDC 2020!  
by Staff [11.13.19]
The NetherRealm team imbued Mortal Kombat 11's characters with remarkably lifelike details, and at GDC 2020 you'll have a unique opportunity to learn the tricks and techniques used to pull it off!
Console/PC, Art, GDC

Rock, paper, scissors design in JRPGs  
by John Harris [11.13.19]
This is an excerpt chapter from the book Level Up: A JRPG Creator's Handbook, available in the current Storybundle, about using non-transitive character and monster powers to design interesting encounters.
Console/PC, Design

Prey dev Human Head Studios closes, is immediately revived by Bethesda 3
by Chris Kerr [11.13.19]
Prey and Rune developer Human Head Studios has shut down, only to be almost immediately revived by Fallout and The Elder Scrolls publisher Bethesda Softworks.
Production, Business/Marketing

Voodoo opens Canadian studio to expand beyond hypercasual market 1
by Chris Kerr [11.13.19]
French mobile game maker Voodoo has cut the ribbon on a new studio in Montreal, Canada, with a view to expanding beyond the hypercasual market.
Smartphone/Tablet, Production, Business/Marketing

Game Design Deep Dive: Crafting mystery through gameplay in Nauticrawl  
by Andrea Interguglielmi [11.13.19]
In this thorough Deep Dive, Nauticrawl dev Andrea Interguglielmi walks through his process of designing this atmospheric puzzle game to evoke feelings of genuine mystery and wonder.
Indie, Design, Deep Dive

Get a job: Join Evening Star as a Gameplay Programmer  
by Staff [11.12.19]
Evening Star is looking for a talented Gameplay Programmer to join the team in Los Angeles, California
Programming, Recruitment

Don't Miss: Devs recount their near-catastrophic run-ins with the sunk cost fallacy 4
by Rich Moss [11.12.19]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing