Soon you'll be able to launch Kickstarter campaigns in Germany
Developers based in Germany can begin building their projects now for launch on May 12th as Kickstarter continues to spread across Europe.
What's making news? A data-driven analsyis for early 2015
The PlayStation Experience event in December was a "master move" and Hearthstone
expansion helped it dominate the press: A look back at December through March's big news.
Realtime deformable worlds: Why tetrahedra rule, voxels drool
"The only regret I have is that I didn't know all this three years ago. It took a long time to look at approaches and figure out what the game needs."
Tips for making music for kids' games
"Often, the type of game you’re creating is the deciding factor. Have discussions with the leads about your opinions, and always keep your target audience, and target paying audience in mind."
How to attribute royalty-free content in your game
Attorney Zachary Strebeck: "Read the terms and conditions that apply to the particular license you’re purchasing. The best way to stay out of legal trouble is to follow the directions."
The magic of TowerFall: Depth, simplicity, community
dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Anna Sweet is the latest Valve employee to join Oculus
The longtime Valve frontwoman has recently joined Oculus (alongside Google's Mary Lou Jepsen) and will be serving as the VR company's head of developer strategy going forward.
Bethesda breaks down why Skyrim modders ought to be paid
Bethesda Softworks has published a lengthy explanation of why it agreed to let Skyrim
be the guinea pig for the (aborted) launch of Valve's premium mod storefronts.
Valve changes its mind, removes all paid Skyrim mods from Steam
Valve has (at least temporarily) removed all paid Skyrim mods from Steam in conjunction with Bethesda and will issue refunds to anyone who purchased a Skyrim mod.
Video: Brian Moriarty's classic postmortem of Loom
At GDC 2015 Loom
creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Co-productions: A new potential model for game development
The co-CEO if Quantic Dream outlines a relatively unexplored path for game companies to mitigate the risks of game development and share in the rewards: co-production, especially across different regions.
Obituary: Dolphin emulator contributor Rachel Bryk
Rachel Bryk, best known for her contributions to the development of the Dolphin emulator, passed away last week at the age of 23.
Get a job: Twisted Pixel seeks an experienced Systems Engineer
creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Konami scraps Kojima and del Toro's Silent Hills project
Konami has confirmed plans to scrap development of its upcoming Hideo Kojima-Guillermo del Toro collaboration Silent Hills
and pull its innovative demo/announcement P.T.
from the PlayStation Network.
Square Enix's key to crowdfunding: Focus on your core audience
Wave after wave of Kickstarter announcements has exhausted the press, says Square Enix Collective lead Phil Elliott, so don't PR blast your next campaign -- focus on your fans and influencers instead.
Don't Miss: The Skyrim mod that was also a job application
In 2013, there was only one studio in the whole world Alexander Velicky wanted to work for -- so he put thousands of hours of game dev work into a single mod for one of their games.
5 takeaways from Gabe Newell's Reddit Q&A on paid mods
Some choice quotes from Newell's Reddit Q&A that help shed light on what Valve hopes to achieve by allowing modders to sell their work -- and how it fits into the company's long-term goals for Steam.
How to tune a simulation game
"The 'brute force' approach would be to just make up some tuning values, and play the game a bunch of times and tweak. So we turned to the game designer's best friend: Microsoft Excel."
This Week in Video Game Criticism: From the storytelling of Bloodborne to the mechanics of Tarot
This week, our partnership with game criticism site Critical Distance
brings us picks from Riley MacLeod on topics ranging from the storytelling of Bloodborne
to the closure mechanics of Tarot.
How-to: Beautiful abstract graphics, really quick
"A lot of praises has been made about the graphics in our Ludum Dare game Star Driller Ultra
. How did we make such beautiful graphics in a short amount of time? It’s a lot easier than you think."
Make it work: A PAX postmortem
A detailed look back at what it takes to put on a multi-game booth at PAX -- complete with everything that happened and the costs of it all.
Apple Watch: The birth of micro-gaming
"Due to the small screen size and platform limitations, games on the Apple Watch will need to be reimagined to fit in a new gaming category: Micro-Gaming."
Are players less skilled than they were 20 years ago?
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
The GameStopping of the local retro game retailer
GameStop's recent moves into the retro video game market could cause major shifts for small independent retro game retailers.
You can get U.S. government grant money for your educational game
“Eight years ago, our program’s portfolio didn’t include a single educational-themed game or project. Today, about half of those projects are educational games.”