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Don't Miss: The deep voice of Darkest Dungeon has some advice on hiring voice talent

Gamasutra - March 23, 2017 4679

"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent. ...


Don't Miss: To write games effectively, get to the point

Gamasutra - March 17, 2017 4324

Writing in video games is not just about the story; often there are tons of game rules and information to be communicated to the player. Here's how to do it quickly and efficiently. ...


Video: A postmortem look at the making of The Oregon Trail

Gamasutra - March 15, 2017 4221

At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm. ...


Frog Fractions dev reflects on the game's puzzling lack of fractions lessons

Gamasutra - March 10, 2017 3951

"I kind of wish that I had actually made it a game about learning fractions," Frog Fractions dev Jim Crawford tells Noclip in a new video doc. "That also has all this other weird shit in it." ...


How intentionally frustrating players can lead to better game design

Gamasutra - March 10, 2017 3941

Some decisions made by Duelyst's designer aim to intentionally frustrate players because that frustration can lead to powerful feedback and, in turn, fuel more meaningful design. ...


Designer Interview: Getting Titanfall's controls just right

Gamasutra - March 09, 2017 3861

Various members of the team at Respawn Entertainment team describe how the studio sculpted the fluid, precise, surprisingly intuitive controls of the Titanfall series. ...


Don't Miss: 4 questions to help you find the best theme for your game

Gamasutra - March 08, 2017 3832

As part of the GDC 2013 Microtalks sessions, Plants vs. Zombies creator George Fan hopped up on stage to quickly run down four questions he'd created to help clarify the themes of his games. ...


Road to the IGF: The Molasses Flood's The Flame in the Flood

Gamasutra - February 17, 2017 2773

The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey. ...


Blog: Making an indie game about indie game making

Gamasutra - February 15, 2017 2657

A solo developer's struggle with creativity, depression, and finding a unique voice. ...


Attend GDC 2017 and learn to make great mixed-reality trailers for your VR game!

Gamasutra - February 07, 2017 2238

Come to GDC 2017 and see Northway Games cofounder Colin Northway and trailer wizard Kert Gartner share some of the best techniques and technologies for creating mixed-reality video of your VR experiences. ...

Capcom banking on Resident Evil 7 as sales and profits falter

Gamasutra - February 01, 2017 1894

Capcom's financial report for the nine months ending December 31 is in, and both sales and profits are down. ...


Valve to start blocking accounts that gamble Team Fortress 2 gear

Gamasutra - January 30, 2017 1793

Valve is taking action against Steam accounts that trade or are involved with sites that wager Team Fortress 2 items in lieu of casino chips. ...


Blog: A postmortem of horror-themed adventure, Kalaban

Gamasutra - January 24, 2017 1452

Kalaban programmer, designer and artist Harri Jokinen looks back on the game's two year development cycle. ...

Blog: Simple mechanics, complex puzzle creation - Part 4

Gamasutra - January 13, 2017 855

Wrapping up our series investigating interesting level characteristics, we finally answer our original question: Can computer-aided puzzle design help us create fair, fun and interesting challenges? ...


Don't Miss: How Assassin's Creed II's missions use open-world space

Gamasutra - January 12, 2017 804

"What I find very cool about the open world in Assassin's Creed II is that the world opens up step by step, right up until the very late stages of the game. It's very different from lots of open-world games of today." ...