Games & Learning

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Don't Miss: Painful PR lessons learned on the way to Guacamelee!

Gamasutra - August 18, 2017 5445

Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk. ...


Don't Miss: The making of the N64 classic, GoldenEye 007

Gamasutra - August 16, 2017 5150

GoldenEye 007's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles. ...


Blog: Game music system tools and tips

Gamasutra - August 18, 2017 4905

Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks. ...


Blog: A practical guide to first-person level design

Gamasutra - August 18, 2017 4905

A guide to help you design better first person levels. "Where to start?" And different notions used in level design explained with practical examples from Mirror's Edge and Bad Company 2. ...


Big Immersive to become dedicated VR and AR publisher

Gamasutra - August 18, 2017 4905

Big Immersive has formally announced its arrival to the games industry, and spelled out its desire to become a dedicated VR and AR publisher. ...


Blog: Understanding decision making using dual-process theory

Gamasutra - August 18, 2017 4904

Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking. ...


Twitch's new filtering options are fueled by automatic live video indexing

Gamasutra - August 18, 2017 4904

Twitch has implemented a deep learning-based video indexing platform that filters live gameplay into categories based on in-game factors without any additional input from streamers or staff. ...


We're streaming Sonic Mania today at 3PM EDT

Gamasutra - August 18, 2017 4904

We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT. ...


How Tencent's latest hit Honor of Kings has divided generations

Gamasutra - August 18, 2017 4904

"If you don't do real-name verification for your new accounts, the system has no way to know how old you are, so there won't be any limits." ...


Gamasutra plays Sonic Mania

Gamasutra - August 18, 2017 4904

The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it. ...


Blog: Designing our large-scale installation game, Salmon Roll

Gamasutra - August 18, 2017 4904

Salmon Roll is a large-scale installation game for two players that will debut at Play NYC on August 19th. Here's how the game went from brainstorming to nearly finished in a matter of weeks. ...


Prettying up the Zergling in Starcraft Remastered

Gamasutra - August 18, 2017 4904

The Blizzard art team explains how they learned that Zerglings have grubby, horrifying little hands at the end of their spikes. ...


Give me a break: Atari suing Nestle over alleged Breakout-themed Kit Kat ads

Gamasutra - August 18, 2017 4903

Atari has filed a federal lawsuit against Nestle, arguing that the candy maker's short-lived Kit Kat: Breakout commercial made unauthorized use of Atari's classic brick-breaking arcade game, Breakout. ...


How small-scale studio Vector Unit optimized for big-scale success

Gamasutra - August 18, 2017 4903

A case study of an indie studio. Using its own engine technology, the tiny team at Vector Unit has released 8 titles across nine platforms in the last ten years. ...


Get a job: Sucker Punch is hiring a Systems Designer

Gamasutra - August 18, 2017 4903

Looking for a new gig? Sucker Punch Productions is hiring a number of designers, programmers, and artists for its Washington-based game development team. ...


How Tencent's latest hit Honour of Kings has divided generations

Gamasutra - August 18, 2017 4902

"If you don't do real-name verification for your new accounts, the system has no way to know how old you are, so there won't be any limits." ...


Gearbox to publish procedurally-generated thriller We Happy Few

Gamasutra - August 17, 2017 4857

Gearbox Publishing has agreed to publish Compulsion Games' procedurally-generated dystopian thriller, We Happy Few.  ...


505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant

Gamasutra - August 17, 2017 4857

The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld, which is expected to ship on PC in the latter half of next year. ...


Valve engineer comments on restrictions to high-volume Steam key requests

Gamasutra - August 17, 2017 4857

As a developer, next time you request Steam keys for your game, remember that Valve is checking in on whether or not you really need those keys. ...


Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'

Gamasutra - August 17, 2017 4857

Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start. ...


Blog: Making a game maker - Hatching Chicken Wiggle

Gamasutra - August 17, 2017 4857

Here's how I make my very own game maker Chicken Wiggle, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo. ...


Blog: Why do people play games for years?

Gamasutra - August 17, 2017 4856

This post highlights some game systems in Kongregate's mobile publishing portfolio that successfully drive long-term player retention. ...


PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!

Gamasutra - August 17, 2017 4856

Hey devs: the call for submissions to present lectures, panels, roundtables, &  posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT! ...


Early Access has changed We Happy Few -- and helped the dev quadruple in size

Gamasutra - August 17, 2017 4856

"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team." ...


Blog: An indie perspective on the SAAM Arcade 2017

Gamasutra - August 17, 2017 4856

A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum Arcade and had an absolutely incredible time. Here's what I learned from the event. ...


The Long Dark director explains why the right studio space is critical

Gamasutra - August 17, 2017 4856

"What you realize when you work in a large studio environment -- you know, at a Ubisoft or a Relic with a larger team -- is that working remotely isn't really a discussion point." ...