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September 5, 2015
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September 5, 2015
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Updates » Console/PC
Blog: Without a narrative, I'm lost in game space 9
by Gamasutra Community [08.17.15]
"Luckily, stories provide context and player motivation. Moreover, human beings crave stories. Stories tell us about ourselves and the human condition."
Console/PC, Design

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Blog: Hearthstone on phones is costing Blizzard millions of dollars 15
by Gamasutra Community [08.17.15]
"Blizzard releases games like Hearthstone on PC through its own privately-owned Battle.net platform. Meanwhile, mobile stores like the App Store and Google Play take a 30% cut of all in-app purchases."
Console/PC, Smartphone/Tablet, Business/Marketing

This Week in Video Game Criticism: The poetics of ragdoll physics  
by Kris Ligman [08.17.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
Console/PC, Indie, Design

Sketchfab to Unity using 2D toolkit 1
by Gamasutra Community [08.17.15]
"We are gonna talk about our interactive dioramas for OKHLOS, show how the 3D meshes mix with pixel art. Particularly we are going to talk about how we made them."
Console/PC, Indie, Art

Why I refused widescreen for my game 34
by Gamasutra Community [08.17.15]
"What I learned from this whole ordeal is that weird problems crop up when you least expect them and the problem is not always obvious."
Console/PC, Indie, Design

Years after the Sandy Hook shooting, promised research on guns and games isn't happening 11
by Christian Nutt [08.14.15]
A new report points out that Congress has failed for two years to approve the budget for research promised by the Obama administration, in the wake of the 2013 school shooting.
Console/PC, Business/Marketing

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

Get a job: Wargaming is hiring an experienced Graphics Engineer  
by Staff [08.14.15]
World of Tanks maker Wargaming.net is seeking an a graphics engineer to take a lead role in working on the company's current and upcoming projects alongside the team in its Chicago, Illinois studio.
Console/PC, Social/Online, Programming, Recruitment

Completing Polyglot, a database of localization text for games 4
by Gamasutra Community [08.14.15]
"Polyglot is a base for the basic translations for indie games. Instead of using money on the menus, indies could use that little money they have to localize actual unique content."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: How Bungie built the weapons, worlds and lore of Destiny 19
by Staff [08.14.15]
Hear the four pillars that guided the world design for Bungie's remarkably popular Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Production

'The itch to make and nothing to say' - Creative significance and games 11
by Gamasutra Community [08.14.15]
Paul Kilduff-Taylor recently suggested that developers concentrate on “creatively significant work” -- but what is that? What does it mean? He tackles the topic here.
Console/PC, Indie, Design, Business/Marketing

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: 'Psychological exploitation' and time-wasters 16
by Gamasutra Community [08.14.15]
"Many game mechanics aren't inherently or especially wastes nor valuable uses of time, but rather tools (power tools of psychological activity, really)."
Console/PC, Smartphone/Tablet, Design

APA links violent games to aggression, asks devs to improve parental controls 11
by Alex Wawro [08.14.15]
The American Psychological Association's Task Force on Violent Media says playing violent video games is a consistent "risk factor" for increased aggressive thoughts/behaviors and decreased empathy.
Console/PC, Design

New performance capture tech makes photorealistic skin a reality 4
by Chris Kerr [08.14.15]
A team of researchers have developed a new performance capture technique that allows them to capture the intricate subtleties of human skin, making CGI characters appear photorealistic.
Console/PC, Design, Video

The key to Steam Greenlight is preparation 6
by Gamasutra Community [08.14.15]
"The first 3-5 days on Greenlight are absolutely the most important. You only have a little time in the spotlight before your project will get pushed into obscurity."
Console/PC, Indie, Business/Marketing

Blog: Some inspired designs in the Dune RTS series 7
by Gamasutra Community [08.14.15]
"Dune 2 is considered one of the founding games of the RTS genre... coming back to the game and its sequels as an adult with a more critical eye for games design, I cannot help but appreciate what Westwood did."
Console/PC, Design

Another narrative fallacy: Games are about choice 50
by Gamasutra Community [08.14.15]
Warren Spector takes on the idea of "choice" being paramount in games: "I don't get the exclusive focus on choice. I don't get the seeming obsession, in choice-driven games, with binary opposition."
Console/PC, Design

Jade Raymond's Motive to put in 'significant' work on Visceral's Star Wars game  
by Alex Wawro [08.13.15]
In a wide-ranging interview published today by Game Informer, veteran game designer Jade Raymond speaks to some of the differences between Ubisoft/EA and lays out more details about her new studio.
Console/PC, Business/Marketing