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Minecraft has sold 176 million copies in 10 years 2
by Alissa McAloon [05.17.19]
This week marks the 10th anniversary of Minecraft’s very first release and Microsoft now says that the game has sold over 176 million copies worldwide in that decade.
Console/PC, Social/Online

Magic Leap acquires Mimesys to boost spatial computing offerings  
by Alissa McAloon [05.17.19]
The augmented reality company Magic Leap has acquired Mimesys, a Belgium-based startup behind co-presence conferencing technology that brings hologram-like projections to AR conferences.
VR

Riot ignores calls to scrap mandatory arbitration for all employees 3
by Chris Kerr [05.17.19]
League of Legends maker Riot Games has refused to completely scrap its mandatory arbitration policy, despite employees staging a mass walkout over the issue less than two weeks ago.
Production, Business/Marketing

New Minecraft Earth AR game takes a cue from Pokemon Go  
by Chris Kerr [05.17.19]
Mojang has unveiled a new Minecraft game, and it's an augmented reality mobile experience called Minecraft Earth.
Smartphone/Tablet, Business/Marketing, Video

Teething pains for Epic Games Store as publishers opt out of debut 'Mega Sale' 4
by Chris Kerr [05.17.19]
UPDATE The Epic Games Store made a little bit of history yesterday by kicking off its first ever 'Mega Sale,' but it seems some publishers aren't keen to take part.
Console/PC, Business/Marketing

Blog: Was it worth quitting my job to go indie? 11
by Gamasutra Community [05.17.19]
Two years ago I quit my job as an architect to pursue my dream of making video games. Now that the game is out, was it a good idea, financially speaking?
Production, Business/Marketing

'Herd' is the word: Developing the Pikmin-inspired The Wild at Heart  
by Aron Garst [05.17.19]
Gamasutra speaks with Moonlight Kids, who aim to expand on the ideas of Nintendo's Pikmin and add their own twist to "herd-like" game design.
Console/PC, Indie, Design

Video: How RimWorld found success through ridiculous, contrarian design 1
by Staff [05.16.19]
In this 2017 GDC session RimWorld creator Tynan Sylvester looks at how it was designed not as a game, but as a story generator, and how its crazy, ridiculous design found surprising success.
Indie, Design, Production, Video, Vault

Get a job: Join Deep Silver Volition as a Technical Animator  
by Staff [05.16.19]
Volition is seeking an experienced, creative problem-solver to help identify design and animation goals and then drive solutions to get the best possible performance from its characters.
Art, Recruitment

A peek at the design process behind Astro Bot Rescue Mission  
by Alissa McAloon [05.16.19]
The PlayStation Blog's latest developer interview offers a look at the creation of the PlayStation VR platformer Astro Bot Rescue Mission.
VR, Console/PC, Design

Don't Miss: Effectively marketing Chasm in a crowded Metroidvania market  
by Staff [05.16.19]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Indie, Business/Marketing

Blog: Picking a platform - Bottom-up vs top-down thinking  
by Gamasutra Community [05.16.19]
Outlines two approaches to picking a target platform: one which begins with your game's design and works upwards, and another that starts at the platform's player culture and works downwards.
Production

Sony and Microsoft teaming up to develop cloud and AI tech 1
by Alissa McAloon [05.16.19]
Sony and Microsoft had announced a partnership that centers around joint development of cloud tech using Microsfot’s Azure platform, with the goal of supporting their individual game and content-streaming services.
Console/PC, Social/Online

Ubisoft: The Division 2 missed sales goals on consoles due to crowded market 1
by Alissa McAloon [05.16.19]
Ubisoft’s The Division 2 matched sales of its predecessor on PC, but Ubisoft says the game failed to gain the traction on PlayStation 4 and Xbox One as it had hoped.
Console/PC, Business/Marketing

Epic footing the bill for some discounts in the Epic Games Store's first sale 9
by Alissa McAloon [05.16.19]
Epic has launched the Epic Games Store's first big sale event, and the company is chipping in to sweeten the pot for players without cutting into how much devs see from some sales.
Console/PC, Social/Online, Indie, Business/Marketing

Blog: Successfully launching a game with a near-zero marketing budget  
by Gamasutra Community [05.16.19]
A detailed account of the work needed to take a completely unknown indie game,Nova Drift, and achieve a reasonably successful launch, mainly thought streamer outreach.
Production, Business/Marketing

Nintendo offers Switch Online voucher to serve up digital discounts  
by Chris Kerr [05.16.19]
Nintendo has unveiled a new limited-time voucher offer that lets Switch Online subscribers purchase two digital titles worth up to $59.99 each for $99.99, saving them a cool $20.
Console/PC, Business/Marketing

Blog: Peeping under the hood of a rhythm game in Unity  
by Gamasutra Community [05.16.19]
Quick guide to some of the programming that goes into creating a rhythm game. The article uses Unity to build a game, but the principles could be applied to most engines.
Programming, Design

Steam Link streaming app launches on iOS a year after Apple rejection  
by Chris Kerr [05.16.19]
Valve's Steam Link streaming app has finally arrived on iOS almost a year after it was rejected by Apple for "business conflicts."
Console/PC, Smartphone/Tablet, Business/Marketing

Exploring the potential of 'metroidvania' design in Supraland  
by Aron Garst [05.16.19]
The "metroidvania" genre has been around for decades, but has it sufficiently evolved over the years? David Münnich, developer on Supraland, thinks more can be done to get the most out of metroidvania design.
Indie, Design