Hearthstone game director Ben Brode departs Blizzard
Brode, who has worked on Hearthstone
for 10 of his 15 years at Blizzard, has announced that he is leaving Blizzard to 'take a crazy risk' and help start a game development company of his own.
Blog: How the Rubik's Cube inspired a laid-back Atari puzzler
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!
Learn the secrets behind reviving BattleTech today at 4PM EDT
We're talking to two of the lead developers behind the new BattleTech
at 4PM EDT. Come ask your questions!
Capcom scrapping Puzzle Fighter to focus on Dead Rising
The mobile version of the arcade classic only launched in November last year, but has already been deemed surplus to requirements.
Blog: Lessons from the Latvian game developers conference
Indie developers Helen Carmichael and Jake Birkett from Grey Alien Games learned a lot at the recent Latvian game developers conference. Here's Helen's report from the event.
Create your own cardboard controllers with free 'gambi_abo' blueprints
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind.
Australian High Court orders Valve to pay $2.4M fine over misleading refund policy
"This important precedent confirms the view that overseas-based companies selling to Australian consumers must abide by our laws."
Blog: Breaking the convention commandments
In trying to tease our next game, The Deep End Games decided to try something different. Here, Director Bill Gardner discusses his goals and how it all went in this mini postmortem.
Game Design Deep Dive: Dandara's unique jump-only movement mechanic
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara
dev Joăo Brant in this Deep Dive into the game's unique movement system.
Video: Alternative ways to approach concept art
In this 2015 GDC session, One Pixel Brush's Shaddy Safadi explains how AAA games need not only concept artists, but concept designers.
Thanks to a cosmetic change, Epic accidentally rebalanced Fortnite's shotguns
Epic Games decided to change the rarity ranking of Fortnite
's in-game shotguns, and the result was an unprecedented change in how each weapon was used.
Get a job: Shiny Shoe is hiring a Project Manager
Shiny Shoe is seeking a software project manager that is highly detail oriented and can manage multiple simultaneous projects.
Blog: What happens when you lose your entire test-suite?
What happens when your QA team loses its entire test-suite? Well, read on as I explore how we lost our test-suite, the reaction, and how ultimately realised it was a blessing in disguise.
Don't Miss: Game design and mind control in Superhot
At GDC 2016, game director Piotr Iwanicki detailed Superhot
's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
TheWaveVR secures $6M for its social VR platform
The virtual reality startup TheWaveVR has raised a grand total of $6 million for its social music and visual arts platform of the same name.
Blog: A postmortem of the Anime Matsuri Expo
This postmortem is a way for me to share with other indie developers my personal experience as a first time indie game exhibition, the Anime Matsuri Expo.
Loot boxes with real-world value deemed unlawful in The Netherlands
The Netherlands Gaming Authority (NGA) had been investigating loot box usage in 10 unnamed titles after concerns were raised by players, parents, and those working in addiction care.
Blog: Designing countermoves in PvP games
As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves -- emergent solution to specific problems.
Crossfire developer Smilegate closes Berlin studio
The South Korean company began branching out into Europe back in December 2016, and opened its Berlin office in February 2017.
Q&A: Being OK with being lost in Capy's Below
We speak with Kris Piotrowski, game director on Capy's Below
, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
How the West was fun: Have a look at West of Loathing's design doc
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a public design doc for a comedy RPG set in a Wild West populated entirely by stick figures.
Into the Breach's designers explain how to follow up from a hit game
The makers of FTL
and Into the Breach
dropped by to discuss their design process and their thoughts about following up on a smash hit game.
How to market a game with minimal budget
No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders
How psychological experiments influenced the design of Vault 11 in Fallout: New Vegas
Former Obsidian Entertainment designer Eric Fenstermaker discusses how Vault 11 was designed in Fallout: New Vegas