video games

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Take-Two shuts down a trio of Grand Theft Auto Online cheat providers

Gamasutra - June 19, 2017 4812

Following a conversation with the Grand Theft Auto V publisher, three GTA Online cheat providers have ceased operations and laid plans to donate past proceeds to charity. ...

Sony exec offers an answer for PS4's absence from Minecraft cross-platform play

Gamasutra - June 13, 2017 4501

"We have a contract with the people who go online with us," PlayStation exec Jim Ryan told Eurogamer. "That we look after them and they are within the PlayStation curated universe." ...


Gamasutra's at E3 2017! Stay up to speed right here

Gamasutra - June 12, 2017 4451

Gamasutra is on-site covering E3 2017 in Los Angeles this week. Follow our game dev- and business-centric coverage on our special event page. ...

Blog: A beginner's guide to crafting video game cities

Gamasutra - June 09, 2017 4258

A (relatively) brief introduction to the art and science of crafting believable, immersive cities and urban environments for video games. ...


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

Gamasutra - June 06, 2017 4105

"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." ...


Don't Miss: Crafting the striking art style of Monument Valley

Gamasutra - June 05, 2017 4055

Take a look back at this GDC talk from Monument Valley lead designer Ken Wong on how the team designed the game's unique look. ...


Video: Doing 2D game animation the Klei way

Gamasutra - June 02, 2017 3914

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. ...


Blog: How we designed a third-person VR experience

Gamasutra - May 22, 2017 3246

The challenges of developing our first VR game. Theseus is a third person experience, so how did we approach cameras and UI? ...


Video: We failed at publishing competitive games so you don't have to

Gamasutra - May 19, 2017 3097

At the GDC 2017 eSports Day Iron Galaxy chief Dave Lang showcases how the company tried (and mostly failed) to form a "competitive games" publishing label, sharing lessons learned along the way. ...


Salvaging a dying F2P browser game by going premium

Gamasutra - May 17, 2017 2982

Aquiris Game Studio acquired the rights to the browser FTP title Ballistic, and decided to revamp it as a premium game. ...


Blog: What makes Dead Cells' reveal trailer near-perfect?

Gamasutra - May 12, 2017 2697

"Thirty seconds in, and the trailer is done. How did they do that? The irony is that it takes a lot of time, to make a really short trailer. If you can take your time? Do it!" ...


What can student game devs do to avoid crunch?

Gamasutra - May 11, 2017 2663

The structure of a typical college semester seems to almost encourage crunch, so what can devs do to move away from what is often regarded as an unhealthy but all-too-common element of game making? ...


Video: The mechanics and monetization of self-playing games

Gamasutra - May 08, 2017 2497

Kongregate's Anthony Pecorrella breaks down what attracts players to idle games and how developers can best capitalize on the genre's unique mechanics. ...


Don't Miss: 7 crafting systems game designers should study

Gamasutra - May 02, 2017 2158

A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers. ...


Blog: Relationship between the player and the game through controls

Gamasutra - May 02, 2017 2157

Let's take a look at how controls are used to elicit feelings and create emotional bonds between the player and the game. ...


Don't Miss: The undying allure of the Metroidvania

Gamasutra - April 13, 2017 1112

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


Don't Miss: How Bloodline Champions became Battlerite

Gamasutra - April 10, 2017 949

"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodlines Champions and iterated, iterated and iterated." ...


Video: New Vegas and the art of designing better conversations in games

Gamasutra - April 06, 2017 735

At GDC 2012 longtime game designer and Obsidian game director Josh Sawyer dissects a decade of dialogue tree evolution in games -- and what game devs can do to go beyond them to make better games. ...


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

Gamasutra - April 05, 2017 673

"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." ...


Double Fine devs embark on another public Amnesia Fortnight game jam

Gamasutra - April 04, 2017 628

Double Fine's well-known internal game jam has returned -- and this year studio devs have created 25 video pitches for games they'd like to prototype during the two-weeks of temporary forgetfulness. ...