Games & Learning

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Gabe Newell discusses the downsides of working at Valve

Gamasutra - February 17, 2017 5646

"There are plenty of great developers for whom this is a terrible place to work," Newell said. "People at Valve have to get used to working without a safety net." ...


Video Game Deep Cuts: A Loom-ing Night In The Woods

Gamasutra - February 19, 2017 4983

This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more. ...


Blog: Building a scalable online game with Azure, part 1

Gamasutra - February 17, 2017 4862

In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage. ...


Why there are 'no shortcuts' to making people care about your game's characters

Gamasutra - February 17, 2017 4861

Learn how you can put trust in your players to grow attached with your characters at this year's GDC. ...


Get a job: Skydance Interactive is hiring a 3D Artist

Gamasutra - February 17, 2017 4860

Skydance Interactive is looking for a talented 3D Artist to work on both character and environment pieces for the multiplayer FPS, PWND. ...


What can game devs do to revitalize the roleplaying game genre?

Gamasutra - February 17, 2017 4859

Roleplaying games have come a long way in the past decade alone, but some developers believe that the genre needs to keep innovating if it's to reach its full potential. ...


Don't Miss: Teaching players without using words

Gamasutra - February 17, 2017 4857

In this 2016 blog post, Ubisoft technical level designer Max Pears explores different methods of explaining game mechanics to players without writing explicit, wordy instructions into a game. ...


Report: Longtime Valve writer Erik Wolpaw leaves company

Gamasutra - February 17, 2017 4856

Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company. ...


Longtime Valve writer Erik Wolpaw leaves company

Gamasutra - February 17, 2017 4856

Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company. ...


Paradox set to eye 'interesting acquisitions' following strong 4th quarter

Gamasutra - February 17, 2017 4854

The publisher closed out the fourth quarter of its fiscal year with steady increases in both revenue and operating profit, leaving the company in a position to take on new investments and acquisitions. ...


Watch these 10 devs compete to pitch their game the best at GDC 2017

Gamasutra - February 17, 2017 4852

From Tourmaline to Digital Dreams Entertainment, these ten GDC Play developers have been chosen to compete in front of a panel of judges to make the best game pitch during the all-new GDC Pitch at GDC 2017! ...


Ask Mafia III's Harrison Pink about writing great characters at 3PM EST

Gamasutra - February 17, 2017 4851

If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST. ...


Get cutting-edge graphics tips from Nvidia, Ubisoft and more at GDC 2017

Gamasutra - February 17, 2017 4851

GDC 2017 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the conference later this month. ...


At GDC 2017, Sony digs into how to design games for the PSVR Aim controller

Gamasutra - February 17, 2017 4849

At GDC 2017, Sony's Richard Marks and Tom Bruckbock will join the devs of VR shooter Farpoint to dive into the world of VR game development utilizing the gun-shaped PS VR Aim Controller. ...


Valve patches major Team Fortress 2 bug after a decade

Gamasutra - February 17, 2017 4848

Valve has finally patched a 10-yea-old Team Fortress 2 bug that caused client and server hitboxes to fall out of sync.  ...


Blog: How 'games as service' delayed Owlboy for nearly a year

Gamasutra - February 17, 2017 4847

In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title. ...


Finding the fun when developing licensed games

Gamasutra - February 17, 2017 4845

"My whole philosophy when it comes to working on projects is to find something you enjoy about the project you're working on and make it great." ...


Blog: Dissecting the horror of Far Cry 2

Gamasutra - February 17, 2017 4843

Some thoughts on how narrative and design elements in Far Cry 2 come together to create a very powerful experience. ...


Road to the IGF: The Molasses Flood's The Flame in the Flood

Gamasutra - February 17, 2017 4842

The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey. ...


Keywords drops $1.49M on visual effects studio, Spov

Gamasutra - February 17, 2017 4841

Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million.  ...


Alt.Ctrl.GDC Showcase: Studio Bruyant's Super Brin

Gamasutra - February 17, 2017 4839

Super Brin will have the player throwing a ball to hit targets. That throw begins in the real world, and the properties of that throw then shift into the digital space of the game.  ...


Blog: Keeping horror gaming fresh

Gamasutra - February 17, 2017 4839

Frictional Games' low-combat stealth model permeates contemporary horror, but what's next for the genre? ...


Devs discuss the history and the future of Walking Sims

Gamasutra - February 17, 2017 4830

We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the Walking Sim genre. For starters, what do they think of the phrase "Walking Sim?" ...


Devs discuss the history and the future of so-called 'walking sims'

Gamasutra - February 17, 2017 4830

We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?" ...


Video: Improving our games through subversive diversity

Gamasutra - February 16, 2017 4809

Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing. ...


How to make game development meetings more productive

Gamasutra - February 16, 2017 4809

Meetings don't have to feel like a black hole of productivity. Riot Games' Juliet Nuzzo shared with us how to be frank and honest about meetings that hurt more than they help. ...