Video blog: UX without UI - Creating user experiences in action games
"It's kind of a 30 minute crash course in some obscure aspects of systems design, namely: the importance of making controls ergonomic, responsive, and intuitive."
Funding tips for smaller developers: Tips from Game Career Guide
In this article from the 2015 annual Game Career Guide, Brandon Sheffield of Necrosoft Games offers tips on incremental funding strategies for smaller developers
The top 6 ways mobile developers use cohort analysis
"The idea of cohort analysis can seem a bit intimidating. It shouldn’t. The whole point of cohort analysis is to make it quick and easy to understand what’s really going on within an app and to draw conclusions."
Activision Blizzard set to join the S&P 500
Call of Duty
and World of Warcraft
publisher Activision Blizzard will join the S&P 500 today, replacing Pall Corp on the stock market index.
PEGI gave my cartoon game an 18, but violent movies get low ratings
"I've recently gone through the submission process and found that Apple's App Store and Google Play's rating questionnaires can arrive at quite different conclusions as to a game's age suitability."
DeNA enters the streaming game with mobile app, Mirrativ
Japanese mobile outfit DeNA has lifted the lid on Mirrativ, a new iOS and Android livestreaming app that allows users to stream and share anything happening on their smartphone screen.
Want to conquer China's mobile market? Look to the Monkey King
"The Chinese are very open to western culture (including western-type dialogues, characters, settings, etc.), so it is worth a try to combine Chinese elements and overseas gameplay."
Valve and HTC's Vive VR commercial launch delayed
Valve and HTC's Vive virtual reality headset won't be hitting shelves in 2015 as previously thought, with the duo revealing they will instead be shipping the device in Q1 2016.
Dynamics of social platforms in mobile games
"Though there may be some differences in specification and use cases, they share common aspects to meet users' same needs. How can we use those features in game design and user experience design?"
Blog: Kickstarter's changed, and it's a problem for small devs like us
"The press only gives coverage to big projects. Can we blame them? No, it makes sense from their point of view. Can we blame people for believing less and less in the smaller projects? No, it also makes sense."
Game Design Deep Dive: Rocking the Wii U GamePad with Runbow
13AM Games explains how it got the most out of the much-maligned GamePad with new Wii U-exclusive indie game Runbow
-- and made the game more fun for everybody in the room.
Get a job: Be a Gameplay Programmer at Insomniac Games
The folks who created Ratchet & Clank
and Sunset Overdrive
are aiming to hire a coder to work at Insomniac's Durham, North Carolina studio on a virtual reality project.
Dishonored's Smith: It's not right that 'if you slaughter everybody... you're a hero'
Often discussed is the impact of violent games' on players. Less often discussed is the ultimate strangeness of violent games. In a new interview Harvey Smith tackles the issue.
Report: Rapture would be the UK no. 1, if charts tracked digital
According to a report from MCV, recent digital releases Volume
(by Mike Bithell) and The Chinese Room's Everybody's Gone to the Rapture
would have hit the UK overall top-10 chart.
Epic doles out $75k to UE4 educators via Unreal Dev Grants
Epic is continuing to dole out the $5 million banked in its Unreal Dev Grants program this week, awarding roughly $75,000 in no-strings-attached grants to ten educators and developers who use Unreal Engine 4.
Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS
At GDC Europe 2015, Sony London (The Getaway, The London Heist
) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Mobile devs pay nearly double for downloads on Android vs. iOS
The average price mobile developers pay to advertisers for every download of their advertised Android app has more than doubled in the last year, according to mobile marketing firm Fiksu's latest market index.
A week into a successful Greenlight and Kickstarter one-two punch
"I hate marketing. I hate talking about it, and I hate doing it. I do however like to be helpful to others in the indie developer community, if in some small way I can." Stats and tips on a dual success.
Don't Miss: What Ubisoft learned from making Far Cry 2
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2
team learned during its 3-year development cycle, reflects on current industry trends that informed its development.
After 5 years away, Far Cry 2 director Clint Hocking rejoins Ubisoft
After quitting his post at Amazon Game Studios earlier this summer, Far Cry 2 director Clint Hocking has been welcomed back to Ubisoft as a creative director at Ubisoft Toronto.
Games as art, and the time-waster: A look at 'Machinalism'
"Machinalism is a game movement that triggers a very peculiar state of mind, somewhere between meditation and hypnotism, dead trapped in the moment of play."
Designing a jump in Unity
is all about jumping. We decided early in the development of Cloud Critters
that we wanted a jump with variable height and power -- something closer to Super Mario
Konami to close 31 paid apps in Japan, free-to-play titles spared
With the industry fixated on Konami's biggest release of the year, the Japanese powerhouse has quietly announced plans to close a total of 31 mobile apps in Japan.
Blog: Can World War I game Valiant Hearts be a history lesson?
Could Ubisoft's World War I game Valiant Hearts
be used in classrooms? A designer picks apart its suitability as a teaching aid from a variety of perspectives.
Google Analytics in a PC game: A tutorial
"Using Google Analytics has been quite popular for the web sites and mobile apps lately but this is not the case with the desktop PC software." Want to do it? Read on.