Road to the IGF: Red Hook Studios' Darkest Dungeon
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon
is a stronger game for having gone through it.'
Respawn looks to buck the 'no campaign' trend with Titanfall 2
Respawn is reportedly trying its hand at a single-player campaign and a TV spin-off for Titanfall 2
, according to comments made by lead writer Jesse Stern in an interview with Fortune.
Techniques for procedurally generated worlds in Unity
This post gets deep into world generation technique: "A heat map defines the temperature of our generated world. The heat map we are going to create will be based on latitude and height."
Q&A: Serious VR design lurks just beneath Job Simulator's goofy premise
Beneath the humor and disembodied white gloves of Owlchemy Labs' Job Simulator 2050
is a virtual reality game that incorporates some seriously solid VR interaction design fundamentals.
Blog: Why are RPGs so hard to classify?
"I've decided to sit down and rant a bit on why it's so hard to define this genre, and also why it's a genre that sometimes end restricting its games. Some of it will be obvious, but I hope to offer some decent insights."
GDC: See how Paradox balances historical accuracy with good game design
Paradox Interactive senior game designer Chris King is going to delve into the tricky balancing act that comes with making games about historical events at GDC 2016
. Don't miss it!
Daigo 'The Beast' Umehara gets nostalgic on Street Fighter II's 25th anniversary
"Street Fighter II
enthralled me just as it did to so many others. If there had been no SF2
, I would not have been here today as a pro gamer."
Independent VR platform Transport nets $25 million
California-based virtual reality startup Wevr has received $25 million from investors including HTC and Samsung to further develop its independent VR distribution platform, Transport.
Twitch's top 10 for 2015: League of Legends cracks 1 billion hours watched
"Four PC games, League of Legends, Counter-Strike: Global Offensive, DotA 2
, are literally dwarfing the competition on Twitch."
Blog: Austin's secret histories
"I'm fascinated by all the things that lead up to people making up pastimes, toys and time-wasters generally referred to as 'games.' That includes where they live, who they associate with, how they regard themselves and each other."
Final Fantasy Tactics designer's crowdfunded RPG, Unsung Story, put on hold
"For the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story
is able to."
Apple rejects The Binding of Isaac due to depictions of violence towards children
An iOS port of psychological-horror shooter The Binding of Isaac: Rebirth
has been rejected by Apple due to its depiction of violence towards children.
Maximizing game YouTube-ability with camera jitter
"We all want to make games played by YouTubers. That’s only reasonable, given the role that YouTube has in game publicity in 2016. But what technical and aesthetic choices can we make to get the most out of their play sessions?"
Why I trust Valve's judgment on seasonal sales
developer Lars Doucet on what Valve's getting right: "The games you see on your front page now depend mostly on you. And that's as it should be."
What no one tells you about burst campaigns
"The heart of this technique means abusing the trust of your players, the very people you need to keep making more games. These types of quick fixes and greasy gimmicks are why marketing has such negative connotations."
Get a job: Disney seeks an experienced Lead Game Designer
The Walt Disney Company seeks an experienced designer to take a lead role at the company's Glendale, California studio and guide design and development of F2P iOS and Android games.
Blog: The truth about mobile game marketing
"Long story short: we've had a hard time marketing our mobile games because there isn’t really a clear and easy way how to do it."
5 production secrets from Sunless Sea and Fallen London's head writer
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court
, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
The story behind Cut the Rope: Magic's creation, straight from the devs
"It was quite a challenge to add a fresh note to the already many-sided Cut the Rope
gameplay, while still preserving all the good things that have kept the series going for such a long time."
Humble Bundle is now funding development of 'Humble Original' games
Humble Monthly, the "book club for games," is now reaching over 70k subscribers and generating enough revenue for the company to fund development of new games for those same subscribers.
Don't Miss: The art direction autopsy of Firaxis' XCOM
At GDC 2013, XCOM: Enemy Unknown
art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense
One becomes two as Daybreak splits H1Z1 into a pair of $20 games
Daybreak Game Company intends to shave off a piece of its Early Access multiplayer survival game H1Z1
and sell it as a separate game, multiplayer shooter H1Z1: King of the Kill
, on Steam and consoles later this year.
VTech aims to buy fellow edu-game maker LeapFrog in $72M deal
Two companies that make educational games and gadgets for kids are expected to merge next month in a deal that will see Chinese firm VTech spend roughly $72 million to acquire California-based LeapFrog Enterprises.
Todd Howard will receive a Lifetime Achievement Award at GDC 2016
Prominent Elder Scrolls
series director Todd Howard will be honored with a Lifetime Achievement Award during the Game Developers Choice Awards
at GDC 2016
, presented by Robin Hunicke.
Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.