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June 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Console/PC
Balancing contract work while bringing Moonlighter to life  
by Bryant Francis [05.29.18]
We chatted with the CEO of WildFrame and Digital Sun to discuss the business of making small indie games like Moonlighter while balancing work for other clients.
Console/PC, Design, Video

Pokemon Company annual profits drop to a mere $80.8 million  
by Kris Graft [05.29.18]
The Pokemon Company, purveyor of little monsters that theoretically fit in pockets, pocketed $80.8 million in profit during the fiscal year ended February, a drop from $145.6 million the year prior.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

How premium PC games continue to rise, surprise in China  
by Samuel Lee, Richie Zhu [05.29.18]
"Like so many recent trends in China, the fervent rise of premium PC games was thought to be impossible only a few years ago," explains this data-driven look at the Chinese game market.
Console/PC, Business/Marketing

Don't Miss: Designing Hitman's Elusive Target system 6
by Staff [05.29.18]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Get a job: Sony PlayStation seeks a Sr. Technical Project Manager  
by Staff [05.29.18]
Sony is looking for someone with direct experience with platform planning and/or managing projects in a global digital media entertainment environment to take the role of Sr. Technical Project Manager.
Console/PC, Production, Recruitment

Video Game Deep Cuts: Inside The Cultist Splatterhouse  
by Gamasutra Staff [05.28.18]
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Former Dragon Age director reflects on the ups and downs of development  
by Emma Kidwell [05.25.18]
In an interview published by Eurogamer earlier today, former BioWare director Mike Laidlaw discusses his personal achievements and failures while working on the Dragon Age series.
Console/PC, Design

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Blog: Developing procedural dialog in a game about tech support 2
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

Designing highly replayable stealth levels for Payday 2 6
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Console/PC, Design

Video: What game designers really want out of AI  
by Staff [05.24.18]
In this GDC 2018 talk, a panel of game designers go over what problems they wish artificial intelligence could solve for them when making games.
Console/PC, Programming, Video

Honesty contributed to Subsurface Circular's 2 percent refund rate  
by Emma Kidwell [05.24.18]
Developer on Subsurface Circular Mike Bithell explains why the game has a two percent refund rate on Steam.
Console/PC, Design, Business/Marketing

Wolfenstein 2 accounted for speedrunners in its design 1
by Emma Kidwell [05.24.18]
Speaking at a panel during Digital Dragons this past weekend, designers and artists from studios discussed their opinion on speedrunners discovering ways to skip past certain parts of their games.
Console/PC, Design

Mixer rolls out MixPlay, a tool for creating interactive stream overlays 1
by Alissa McAloon [05.24.18]
Microsoft has rolled out a series of updates for its streaming service Mixer as part of the platform’s birthday celebrations, one of which allows developers to build interactive stream overlays.
Console/PC, Social/Online

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

GDPR changes prompt Torn Banner Studios to shut down Mirage: Arcane Warfare 2
by Alissa McAloon [05.24.18]
Mirage: Arcane Warfare, an online game released by Torn Banner Studios last year, has been removed from sale as its developer readies to shut the game’s servers down for good.
Console/PC, Social/Online

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video

H1Z1 gains early F2P traction on PlayStation 4  
by Kris Graft [05.24.18]
Daybreak Games, the studio behind free-to-play battle royale game H1Z1, said the game hit 1.5 million players and 200,000 concurrent players just after its open beta launch on PlayStation 4.
Console/PC, Social/Online, Business/Marketing

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Console/PC, Production

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault