On consoles and patching: A PS4 survey
"With Tony Hawk's Pro Skater 5 in the news... I present here a sample of my ongoing attempt to map the patching situation on the PS4, from the standpoint of the end user."
Want to write a better game? Try watching some TV
Remedy Entertainment's Sam Lake takes a break from making Quantum Break
to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
'What YouTube channels/personalities do you watch to help you make better games?'
Do YouTubers help you make better games? To find out, Gamasutra took to Twitter to ask our followers: Who do you watch?
Raptr's video-sharing service expands with ESL, Wargaming deals
Raptr's game video clip recording/sharing service Plays.tv has made some inroads into the eSports business by striking strategic partnerships with the ESL and World of Tanks
Get a job: Deep Silver Volition seeks a Senior System Designer
developer Deep Silver Volition is looking to bring on an experienced game systems designer (think player control, AI behavior, weapons, etc.) to work out of its Champagne, IL studio.
10 lessons from traditional publishing, for indies and digital pubs
"You are not just a developer; you become a business publishing unit – all the risk is with you. We thought it may be helpful to highlight ten things that we believe digital publishers can learn from the boxed sector."
Born from Tearaway, ImGui is a free GUI library for your games
There's a chance you might have missed the news that the GUI library Media Molecule used while developing Tearaway
is now freely available to game developers on GitHub as ImGui.
Video: How to hire and retain more women in the game industry
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Don't Miss: 5 tips for making great animations in 2D games
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Positional dungeon crawling
"I don't think that positioning-based mechanics are easier to develop. They have more complex interactions. But they are easier to understand for the player."
Intel has sold middleware maker Havok to Microsoft
Big game dev tools news today: Microsoft has acquired Havok, the Irish company best known for its physics engine technology, from long-time owner Intel for an undisclosed sum.
A tale of two PAXes
"This post is about the delta between two PAXes, several months apart: what I observed, the mistakes I made on the first go-round, and the ways I tried to improve for the second."
iWin expands player base with ArcadeTown acquisition
Cross platform publisher iWin, Inc. has purchased casual gaming website ArcadeTown.com for an undisclosed fee.
Asymmetry in games
"Where did this idea that you 'pick a guy' before a game begins come from in the first place? Chess, Go, and other ancient abstracts don't have that feature."
Game design: How much is too much?
'There’s a common mantra in games design, in fact, it’s something shared in the design of most things -- ‘Keep it simple'. This however directly conflicts with the urge most young designers feel."
Streamlining controls: How I got to the right scheme
"Previously, even experienced players, including myself, found it difficult to maneuver and aim. I had to make pretty dramatic changes to the fundamental way in which my game would control and play."
How to write compelling feature lists: Imperative verbs
"What I’m here to share with you today is one simple little trick that’ll make players feel compelled to buy your game: Make your feature lists about the player’s experience while playing your game."
Beneath the pixels: The art direction of Super Time Force
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra
-- what it takes to make a "fever dream" of a 2D game on HD hardware.
Get a job: Ready At Dawn is hiring an experienced Concept Artist
The makers of The Order: 1886
are after an experienced artist to work on creating concept art alongside the team at Ready At Dawn's Irvine, CA headquarters.
Video: Talk about your failures so other devs can learn from them
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Metacritic has a new challenger: OpenCritic
OpenCritic is a new video game review aggregator that aims to compete with Metacritic by providing a wider array of opinions on games and surfacing more data on how its aggregation works.
Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Opinion: 'Interactive fiction' is just another way of saying 'game'
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Humble's new subscription service envisioned as a book club for games
The folks who run Humble Bundle have launched a new $12/month subscription service, Humble Monthly, that delivers a fresh handful of mystery games to subscribers on the first Friday of every month.
All about ports: Bringing Shovel Knight to a new platform
"Platform conversions don’t have to be arduous exercises in masochism! Conscious design decisions can greatly ease the effort involved in moving your game to new platforms."