How to use Photoshop Layer Styles: An advanced guide for game illustrators
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Desura is not paying developers, but promises a fix
After devs complain publicly about not being paid, the digital download platform releases a statement saying it's "working to correct" problems. Gamasutra speaks to its head of dev relations to find out more.
How Nintendo prototypes games, starring its first new IP in years: Splatoon
The road to creating the ink-based shooter -- which releases very soon -- was anything but smooth, a new interview with the developers reveals.
Tapping VR's potential for putting you into an experience
"Two years from now, I guarantee you’ll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
League of Legends begins testing automated 'player reform' system
For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
Video: Study Sony's Morpheus Heist demo in action
Sony brought a Morpheus game demo to GDC this year that got a lot of people talking, and now VR-curious developers who missed it can now see how The Heist
works in action.
Video: Behind the scenes of Guilty Gear Xrd's striking 2D/3D art
At GDC 2015, Guilty Gear Xrd
artist Junya C. Motomura explains how the team rebuilt a classic 2D fighting game in a full-3D graphical framework, while maintaining all of its old-school 2D charms.
How to manage a 2D art team
"Here I have some tips to share of how to manage an art team. We do outsourcing work, and I think if your art team is a developer’s internal team, it doesn’t make much difference."
Get a job: Monolith is hiring an experienced Project Manager
The studio responsible for the award-winning Middle-earth: Shadow of Mordor
are looking to hire a senior-level project manager to work alongside the team in Kirkland, Washington.
Don't Miss: How Rockstar almost canned the first Grand Theft Auto
In this classic 2011 feature, Replay author Tristan Donovan interviews Gary Penn about Penn's experiences at Rockstar (then DMA Designs) and the troubled launch of the first Grand Theft Auto
NES creator signs on to help The Strong chronicle video game history
The Strong Museum of Play is teaming up with Japan's Ritsumeikan University and ex-Nintendo hardware guru Masayuki Uemara to better preserve and exhibit the history of the video game industry.
Take-Two is taking the BBC to court over Rockstar biopic
The parent company of Rockstar Games says the BBC hasn't consulted Rockstar enough (or indeed, at all) in its production of a made-for-TV drama based on the studio's life story.
The 'strange attractor' in video game design
"Before gameplay, mechanics, monetization, or any other key design consideration, a new video game design needs to consider the most important aspect of all: a good concept."
Come to GDC Europe for tips on soft-launching your next mobile game
GDC Europe 2015
is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.
Other people's money
"Creative arrogance -- it has to be just like I dream it! -- is fair until you ask someone else for their help. Any multi-person project necessarily involves a shared vision and shared constraints."
Kickstarter, or, every publisher's new greenlight process
and the new crowdfunding: "Hey, wait a minute! They don't need Kickstarter money to make this game, they need Kickstarter to prove there's an audience so they can get their real funding!"
Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Game dev Kickstarter in France and Germany, so far
"On the 13th of May, Kickstarter officially launched in Germany. In just eight days, the service will officially launch in France." Before the official launch, how have game devs from these countries done?
Armor for dummies, and/or game developers
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Core Labs Game Accelerator looking to mentor and fund indie devs
Most accelerators aim at pure app startups or at casual, mobile studios -- but the Core Game Accelerator wants to give you money to make a "core" game.
How Tim Schafer thinks about games
"Video games are ... a personal perspective on the world that’s consistent within that world. ... Someone really dug deep into their own mind to pull out something personal to say in a game."
Modo maker The Foundry changes hands, to the tune of $312 million
UK-based creator of popular art tools has a majority investor -- private equity company HgCapital.
H1Z1 chief makes cheating players apologize before he'll unban them
The idea, says Daybreak chief John Smedley, is to get a few high-profile, seemingly genuine apologies for cheating circulating to discourage other H1Z1
players using dirty tactics.
Get a job: HTC seeks a VR developer evangelist
HTC, makers of the Vive VR headset in partnership with Valve, are seeking a dev evangelist to "provide the technical knowledge, tools, and resources necessary" for VR game devs.
Q&A: Crafting The Old Blood as a Wolfenstein palate cleanser
In conversation with Gamasutra, Machine Games' Tommy Björk hed some light on how the studio weaves compelling narratives into the design of an FPS and why Wolfenstein: The Old Blood
became a prequel.