Linux games

RSS

Don't Miss: 10 seminal game postmortems every developer should read

Gamasutra - June 12, 2017 5156

A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2. ...


Blog: Crowdfunding tips from Kickstarter's video game expert

Gamasutra - June 23, 2017 4764

I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them. ...


How Housemarque designed the vibrant bullet hell-scape of Nex Machina

Gamasutra - June 21, 2017 4673

Senior level designer Henri Mustonen explores how design decisions made for Nex Machina ultimately encourage players to explore and learn. ...


Blog: Analyzing alpha sales data for a traditional roguelike

Gamasutra - June 21, 2017 4672

A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time. ...


Detroit dev David Cage: 'I don't want the game to have something to say'

Gamasutra - June 15, 2017 4367

Cage's comments about the game are especially interesting given that Detroit appears to be a narrative-driven game set in Detroit that touches on a lot of politically-charged themes. ...


7 roguelikes that every developer should study

Gamasutra - June 12, 2017 4170

Procedurally generated levels. Permadeath. Controller-smashing amounts of difficulty. Gamasutra asked several devs to single out some of the most instructive examples of the Roguelike genre. ...


'Tutorials are not fun', so a Klei dev offers tips on avoiding them

Gamasutra - June 09, 2017 4025

"If you can feel like you discovered it on your own, that's the Holy Grail," Oxygen Not Included dev Johann Seidenz tells Gamasutra in a chat about teaching players. "That's what makes the game fun." ...


How Prey succeeds in giving players space to tell their own stories

Gamasutra - June 07, 2017 3922

Or Beat, Prey, Love: How Arkane combines holistic level design and dynamic enemies to great effect in Prey. ...


Over 25% of Horizon: Zero Dawn sales were digital, and Sony is paying attention

Gamasutra - June 06, 2017 3872

"This kind of shift changes everything," Sony exec Shawn Layden tells Glixel in a new interview about the state of PlayStation. "It has a huge impact." ...


Video: Doing 2D game animation the Klei way

Gamasutra - June 02, 2017 3635

At GDC 2017 two Klei staffers deliver an extensive talk about all aspects of how the studio does in-game character animation, from character design to polished symbol-based animation. ...


Postmortem: Muse Games' Guns of Icarus Alliance

Gamasutra - May 24, 2017 3148

"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 3022

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 2796

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 2691

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 2607

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 2387

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 2091

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 1866

"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 1866

"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 1321

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 1201

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 869

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 806

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 462

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 431

"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." ...