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Blog: Understanding early access on itch.io

Gamasutra - November 17, 2017 4997

Back in October I started the Nowhere Prophet First Access campaign on itch.io. That was just over five weeks ago, so I guess it's a good time to look at how that went. ...


Valve is using Steam player data to power Counter-Strike: GO matchmaking

Gamasutra - November 15, 2017 4891

The new system considers information from both a player's time in Counter-Strike and general behavior on Steam before placing them in matches. ...


Blog: Worldbuilding with NPC dialogue

Gamasutra - November 13, 2017 4732

Lo-fi Games' writer and PR guru Natalie Mikkelson explains how to breathe life into an open world game using non-narrative dialogue. ...


Attend GDC 2018 to hear from The Long Dark's co-creator on storytelling in a sandbox game

Gamasutra - November 10, 2017 4590

At GDC 2018, Hinterland Games founder Raphael van Lierop will examine how it's possible to successfully marry a linear, authored narrative experience to an open-world sandbox. ...


Get a job: Ghost Story Games is hiring an experienced Programmer

Gamasutra - November 09, 2017 4541

Ghost Story Games is looking to hire an experienced Senior Programmer for its development studio in Westwood, Massachusetts. ...


Get a job: Toys for Bob is hiring an Unreal Software Engineer

Gamasutra - November 07, 2017 4448

Toys for Bob is looking for a generalist software engineer with Unreal Engine 4 experience to join its studio in Novato, California. ...


Postmortem: The totalitarian puzzle-platformer Black The Fall

Gamasutra - November 08, 2017 4446

"The journey from conception to release was a crazy ride, with ups and downs. We learned so much, made a few mistakes, and scored a lot of successes. Hopefully they'll help you." ...


Q& A: Alejandro González of the prolific Milkstone Studios

Gamasutra - November 06, 2017 4355

Spanish dev Milkstone Studios has released 30 games on different platforms in the last 8 years. IndieGames.com chatted with CEO/programmer/designer Alejandro González about what they're up to now. ...


Blog: There has to be another way to make indie games

Gamasutra - November 03, 2017 4175

Another promising indie game fails and I start thinking of ways not to fall victim to the same issues. ...


Get a job: CD Projekt Red is hiring a Gameplay Designer

Gamasutra - October 26, 2017 3760

CD Projekt Red is looking for a gameplay designer to join its Warsaw-based team in creating and tuning the rules of gameplay for an in-development project. ...


Steam users can now send gift cards digitally

Gamasutra - October 25, 2017 3711

Gone are the days when Steam users would have to venture out into the world to buy and send Steam Gift Cards to friends. ...


Blog: Working with generic room-based matchmaking

Gamasutra - October 18, 2017 3334

Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work, and discuss the pros and cons of using those systems. ...


Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango

Gamasutra - October 16, 2017 3236

At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile. ...


Upgraded SteamVR Tracking will support 4 base stations in 2018

Gamasutra - October 13, 2017 3049

Valve intends to update the new base stations sometime next year so they can work together in groups of 4, covering a play space of up to 10 x 10 meters. ...


Dust to Dust II: How Valve rebuilt a classic Counter-Strike map

Gamasutra - October 11, 2017 2955

Valve has explained how it handled the delicate task of giving Dust, one of its most beloved Counter-Strike maps, a facelift for the modern age. ...


Dust II to Dust II: How Valve rebuilt a classic Counter-Strike map

Gamasutra - October 11, 2017 2953

Valve has explained how it handled the delicate task of giving Dust II, one of its most beloved Counter-Strike: Global Offensive maps, a facelift for the modern age. ...


Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today

Gamasutra - October 09, 2017 2833

5 years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development. ...


Don't Miss: An art direction autopsy of Firaxis' XCOM: Enemy Unknown

Gamasutra - October 09, 2017 2807

Firaxis' successful revamp of a cult classic turns 5 years old today; to mark the occasion, why not look back at this fantastic GDC talk about how the XCOM: Enemy Unknown team found their art style? ...


Don't Miss: Designing XCOM: Enemy Unknown so players tell their own stories

Gamasutra - October 06, 2017 2666

On the game's fifth anniversary, take a look back at this chat with Firaxis's Garth DeAngelis about designing opportunities for emergent storytelling and the power of a player's internal narrative. ...


Don't Miss: 7 horror games (plus some movies) every designer should study

Gamasutra - October 04, 2017 2571

In this timeless feature, Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why. ...


Why one Japanese entrepreneur is using an RPG to help fight depression

Gamasutra - October 04, 2017 2519

A role-playing game developed by researchers and clinicians at the University of Auckland in New Zealand is making waves in Japan, but not for the reasons you might expect.  ...


Crafting the visuals of 20XX for maximum comprehensibility

Gamasutra - October 02, 2017 2423

"The game's second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game's quick pace and need for instant player reactions." ...


Surviving the unexpected in indie development to make Ruiner

Gamasutra - September 29, 2017 2283

We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters. ...


Q& A: Jenn Sandercock on moving beyond nostalgia in adventure games

Gamasutra - September 28, 2017 2189

"Many old games were frustrating because of design mistakes, not the actual core gameplay mechanics. We can make a new adventure game using the old mechanics in a way that doesn't feel frustrating." ...


Classic Postmortem: Firaxis' Civilization V

Gamasutra - September 21, 2017 1799

Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process. ...


Moving on: Gearbox winds down Battleborn development

Gamasutra - September 18, 2017 1652

Gearbox Software's hero-shooter Battleborn is effectively being laid to rest, as the studio prepares to wind down development. ...