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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: 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. ...


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. ...


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. ...


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. ...


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. ...


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. ...


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. ...


Get a job: Visual Concepts is hiring an AI Software Engineer

Gamasutra - August 17, 2017 4856

Visual Concepts is seeking software engineers with experience in gameplay systems including AI behavior trees and animation control logic. ...


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." ...


Bringing Piczle Lines DX from mobile to Nintendo Switch

Gamasutra - August 17, 2017 4854

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Get a job: SYBO Games is looking for a Sr. Game Designer

Gamasutra - August 16, 2017 4809

The team at SYBO is looking for a senior designer to join them in their mission to make unique, creative games that capture the hearts of fans around the world. ...


Agents of Mayhem's design director discusses open-world development

Gamasutra - August 16, 2017 4809

We talked to Agents of Mayhem's design director to learn more about how Volition is building open-world games these days. ...


Rocket League joins Tespa's autumnal lineup of collegiate eSports events

Gamasutra - August 16, 2017 4808

Psyonix has partnered with the eSports operation Tespa to bring its rocket powered competitive game to college-level competitive events. ...


Don't Miss: Why Nidhogg 2 ditches the minimalism of the original

Gamasutra - August 15, 2017 4761

The 2014 Nidhogg was a minimalist duel between two monochromatic stick figures. The sequel adds more graphical detail and more weapons, but tries to maintain the accessible simplicity of the original. ...


Get a job: Be a Sr. QA Engineer at Disruptor Beam

Gamasutra - August 15, 2017 4761

Disruptor Beam is looking for a Sr. QA Engineer to be responsible for the testing of its platform services, data pipelines, and the integrate these services into its product portfolio in Framingham, MA. ...


Come along with us as we stream Night Trap today at 3 PM ET

Gamasutra - August 15, 2017 4760

Now, 25 years after its initial release on Sega CD, a new version of the game has been released on modern consoles by Kentucky-based studio Screaming Villains. How does it hold up? Tune in and see!  ...


Video: Inside the process (and philosophy) of animating Cuphead

Gamasutra - August 15, 2017 4760

At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design. ...


Looking under the hood of a classic franchise to make Sonic Mania

Gamasutra - August 16, 2017 4760

"I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands." ...


Don't Miss: Taking a closer look at secret design in Rayman Legends

Gamasutra - August 14, 2017 4714

"It doesn't take much to mess up with these kinds of things and make the process of finding them really arbitrary or annoying, but Rayman Legends does everything right." ...


Slime Rancher dev: Give players a place to feel & quot;cozy& quot; and they'll keep coming back

Gamasutra - August 14, 2017 4714

"It's like eating mac-and-cheese in video game form." Nick Popovich says that capturing that comfort-food feeling is key to bringing players back to your game time and time again. ...


The Long Dark dev: When talking to fans, sometimes less is more

Gamasutra - August 14, 2017 4714

"I will probably say less about what we intend to deliver and when," Hinterland founder Raphael van Lierop tells Gamasutra. "Try to avoid setting milestones until we're very, very confident." ...