State court orders Kickstarted game creator to pay $54k for failing to deliver
“Washington state will not tolerate crowdfunding theft,” said the state AG. “If you accept money from consumers, and don’t follow through on your obligations, my office will hold you accountable.”
Lara Croft Go dev: Remake how you felt playing a classic game, not the game itself
Lara Croft Go dev Antoine Routon describes how he and his team tried to recreate what they remember it
feeling like to play the earliest
Tomb Raider games, rather than the games themselves.
Organization and time management as an indie studio
"These tools help a team stay motivated and on task by breaking down the general problem of 'develop this game' into 'develop this game: here are the steps.'"
Get a job: Disruptor Beam is hiring an experienced Unity Engineer
Boston-based Disruptor Beam seeks an experienced Unity developer who can help launch and operate scalable dev environments for mobile/online games based on the Star Trek and Game of Thrones licenses.
Video: Using the Fox Engine to build Ground Zeroes
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of
Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
New mobile analytics platform aims to help devs hunt 'whales'
A former App Annie employee has launched his own analytics platform, Whally, that's designed to identify and track 'whale' players who invest significant amounts of time into mobile games.
Don't Miss: Mario maestro Koji Kondo on how he composes classics
The composer behind the iconic
Mario and
Zelda soundtracks speaks to Gamasutra in this 2014 interview, touching on both his classic work and advice for game composers.
EA shuts down Flight Control, Real Racing and other early mobile game hits
This month Electronic Arts abruptly ceased supporting and selling 23 of its older mobile games, including several notable early hits like
Flight Control and the original
Real Racing.
Use limitations to make great game art: Advice from the 2015 Game Career Guide
In this edition, game developer and artist Randy O'Connor offers advice on making art for games within the limits of your abilities, budget and time. Those limitations are actually a great strength!
Essential tools to build your game's community
"Building a community around an indie game and a studio that hasn’t previously published anything is hard. In fact it’s akin to me trying to sell you something that hasn’t been invented yet."
Don't Miss: We can't prove when Super Mario Bros. came out
It's one of the highest grossing consumer entertainment products in history, selling over 40 million copies worldwide, so why don't we know when
Super Mario Bros. first hit shelves?
The Indie Bubble revisited (or, are we all totally-doomed, or just regular-doomed?)
"Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn’t surprise you. Success should surprise you."
Machine Zone and Kabam resolve trade secret lawsuit
Mobile developers Machine Zone and Kabam have ended their legal battle, with both companies releasing a joint statement explaining that they have "amicably resolved the matter."
Armello, and the tension between video and board game design
"These aren’t atypical digital design choices, but digital strategy games in particular could benefit from recognizing that the restrictions of self-contained physical game design are not entirely negative."
Unity trick: Batching independently moving GameObjects into a single mesh
"You can combine everything, and have the GPU do the transforms directly on the vertices of the parts that move to put them wherever they need to be. Create one model and change the model as you go."
The long shadow of Super Mario Bros.
Nathan Altice (author of "I Am Error") considers the development of the original game, which celebrates the 30th anniversary of its original release on September 13, 2015, and today's
Super Mario Maker.
Nintendo's sold 7 million Amiibos in the U.S. so far
New numbers from retail tracking firm the NPD Group show just how popular Nintendo's first stab at toys-to-life really is.
Miyamoto reveals some Mario secrets
With the 30th anniversary of
Super Mario Bros. right around the bend, its original creative lead sheds some light on tiny secrets of the franchise.
7,600 Infinity Blade assets now free to Unreal Engine developers
Epic Games has made a huge amount of content for its popular mobile franchise free-to-download for developers -- everything from characters to effects and environments.
Get a job: NetherRealm seeks an Unreal Engine Technical Artist
The makers of
Mortal Kombat are looking for a technical artist well-versed in Unreal Engine to join the team at its Chicago, IL studio to work with the art team on creating in-game assets.
Video: Valve's advice for designing great VR game interactions
At GDC Europe 2015 Valve's Yasser Malaika shares what Valve has figured out about how to create VR experiences that are fun to interact with, noting some surprising lessons learned along the way.
Co-op communication in Lovers in a Dangerous Spacetime
What was the secret to making the challengingly chaotic two-player couch co-op of
Lovers in a Dangerous Spacetime coherent and "finishable?" Enabling better communication and letting players pick their roles.
'Disappointing' revenues account for Gameloft shuttering 7 studios
CEO Michel Guillemot says the closure of Gameloft studios in NYC, Tokyo and other cities is the result of an 'ambitious cost reduction program' in the wake of 2015 losses for the mobile game company.
Don't Miss: The secret ingredients of Pokemon game design
In this classic 2012 feature, Game Freak devs tell Gamasutra about what's core to good
Pokémon game design, how the team develops them and why they seem to resonate with such a wide audience.
Miyamoto expounds on game design in newly-translated '98 interview
"It really isn’t hard to stop using difficulty and content as the backbone of your game design," said Miyamoto, roughly 17 years ago, in a Japanese interview translated this week by Shmuplations.