Linux games

RSS

Postmortem: Muse Games' Guns of Icarus Alliance

Gamasutra - May 24, 2017 4822

"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance, we've made plenty of them." ...


Video: Lessons learned making Ark: Survival Evolved in Early Access

Gamasutra - May 22, 2017 4743

At GDC 2017, Studio Wildcard's Jeremy Stieglitz and Jesse Rapczak speak at length about Ark: Survival Evolved's dev strategy for Early Access on Steam, as well as Xbox and PlayStation 4. ...


Don't Miss: Tackling real-world problems through game design in Life is Strange

Gamasutra - May 18, 2017 4517

When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully? ...


Video: Composing the music and sound of Hyper Light Drifter

Gamasutra - May 16, 2017 4412

At GDC 2017, audio wizards Akash Thakkar and Rich Vreeland (aka Disasterpeace) opened up about how they found the right soundscape for Hyper Light over the course of 3 years and countless revisions. ...


5 design lessons 90s-style shooter Strafe cribs from classic games

Gamasutra - May 15, 2017 4328

Pixel Titans' new game Strafe looks like a retro shooter straight out of 1996. But beneath the chunky low-poly graphics, the game is a unique and original synthesis of classic game styles and mechanics. ...


Blog: What I learned playing fantasy football...for indie games

Gamasutra - May 11, 2017 4108

For the past 13 weeks I've been playing a little game with a small group of friends I like to call "SteamProphet," and it's basically fantasy football for indie games on Steam. ...

Heads up, Unreal devs: Steam Audio SDK now works with UE4

Gamasutra - May 05, 2017 3812

When Valve first debuted the tech it was pitched as offering (among other things) "physics-based sound propagation" that helps devs set up audio effects that reflect & bounce off of in-game geometry. ...


How Playtronic is crafting the future of Yooka-Laylee through player feedback

Gamasutra - May 01, 2017 3587

"It's a learning curve for us," Playtonic's Gavin Price tells Gamasutra. "Before it was always a closed loop, and the game went out." ...


How Playtonic is crafting the future of Yooka-Laylee through player feedback

Gamasutra - May 01, 2017 3587

"It's a learning curve for us," Playtonic's Gavin Price tells Gamasutra. "Before it was always a closed loop, and the game went out." ...


Before Star Citizen, there was Wing Commander: How Chris Roberts got his start

Gamasutra - April 21, 2017 3042

History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander) to the bedroom computing era of British game development. ...


Dont Miss: Unpacking The Silver Case, A Q& A with Grasshopper Manufacture

Gamasutra - April 19, 2017 2922

The HD remaster The Silver Case hit PS4 this week so now is the perfect time to take a look back at this conversation with the game's devs about character design, story, and the port itself. ...


Don't Miss: The undying allure of the Metroidvania

Gamasutra - April 13, 2017 2590

Take a look back at this 2015 conversation with several developers about the "Metroidvania" genre -- what drew them to it, and its potential. ...


Rocket League physical sales top 1 million

Gamasutra - April 12, 2017 2527

Psyonix has sold 1 million physical copies of its hit racing-soccer hybrid, Rocket League, in less than a year.  ...


'Make me think, make me move': New Doom's deceptively simple design

Gamasutra - April 06, 2017 2183

Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra recently caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design. ...


Don't Miss: The importance of presentation in games and how to strengthen it

Gamasutra - April 05, 2017 2152

"Perhaps the biggest boon video games have ... is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention." ...


Blog: Nailing the level design for a procedurally generated Metroidvania

Gamasutra - April 05, 2017 2150

Using procedural generation and maintaining robust level design might seem contradictory at first glance. But the key for us was in having the algorithm involved in the most restrained way possible. ...


Blog: What we learned from getting Heart. Papers. Border. greenlit

Gamasutra - April 03, 2017 2036

A series of lessons learned from having Heart. Papers. Border. pass the Steam Greenlight submission process, including a checklist for best practices ...

Why has BioWare made the same multiplayer game three times in a row?

Gamasutra - March 24, 2017 1503

We take a look at why BioWare has stuck with horde mode multiplayer for Mass Effect: Andromeda. ...


InXile founder Brian Fargo will retire once Wasteland 3 has shipped

Gamasutra - March 24, 2017 1484

"I look at my friends, they have a lot more spare time than I do. It's a very intense business. It's all encompassing. It seems like I should relax for a little bit." ...


A look at the indie development scene in the Czech Republic

Gamasutra - March 14, 2017 944

Matej Jariabka of Gamifi.cc, the independent Czech studio behind The Great Wobo Escape, gives an overview of the indie scene in his home country. ...


How Czech Republic's game dev history shaped one indie studio

Gamasutra - March 14, 2017 944

Matej Jariabka of Gamifi.cc, the independent Czech studio behind The Great Wobo Escape, gives an overview of the indie scene in his home country. ...


Cities: Skylines has sold 3.5 million copies

Gamasutra - March 13, 2017 888

Cities: Skylines has sold over 3.5 million copies in the two years since its first release, with roughly 1.5 million of those sales falling within the past year alone. ...


Blog: What happened when Valve shifted the Greenlight goalposts

Gamasutra - March 03, 2017 331

We were a few weeks from our planned Greenlight launch date, with a well-crafted marketing strategy, when Valve shifted the goalposts. Now we're drowning in a sea of eleventh-hour submissions. ...