Author: Gamasutra News

Video: thatgamecompany shares how devs can build cohesive teams

August 31, 2018

thatgamecompany’s Sunni Pavlovic offers insight on how to hire well for your game dev studio, explaining how you can retain top talent to build the kind of cohesive teams that make great games. …

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Don’t Miss: Punk’s not dead – Why No More Heroes matters

August 31, 2018

“Above all, No More Heroes is gleefully absurd and self-referential. It lampoons the standard pretenses of video games as well as its own audience,” writes Steve Gaynor in this 2008 opinion piece. …

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Rocket League takes a page from Fortnite with new limited-time Rocket Pass

August 31, 2018

Rocket League details the Rocket Pass, a limited-time progression system available to players starting September 5 and running through November 26. …

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Blog: The strings we pull during AI development

August 31, 2018

Releasing a well-designed game often means revisiting old work to leverage new tools. In this post, I break apart the steps we take when improving enemy designs with some of our latest features. …

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Get a job: Atlus USA is hiring a Submissions Specialist

August 31, 2018

Atlus USA is currently seeking an energetic and organized Submissions Specialist to manage first party submissions for all title, manages the relationship with various ratings boards, and more. …

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Nazi tattoos scrubbed from Scum days after Early Access debut

August 31, 2018

A trio of tattoos that featured Nazi symbols or imagery have been removed from the prison-set survival game Scum, a discovery and removal that both fall within days of the game†™s Early Access launch. …

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Final Fantasy XIV surpasses 14 million lifetime registered players

August 31, 2018

Square Enix’s flagship Final Fantasy MMORPG now boasts over 14 million registered accounts since the game†™s rocky 2010 launch (and more successful 2013 relaunch). …

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Blog: Why do you need a UX style guide?

August 31, 2018

Is it just me, or are UX Playbooks, UX Pattern Libraries, UX Style guides not talked about and incorporated as often as UI style guides or brand style guides? …

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Sony CEO says limited cross-platform play provides the ‘best user experience’

August 31, 2018

“On cross-platform, our way of thinking is always that PlayStation is the best place to play,” said Sony CEO Kenichiro Yoshida this week. …

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IGF 2019 Inspirations: 2018 Grand Prize winner Night In The Woods

August 31, 2018

Hey game makers, entries for all IGF award categories are being accepted through October 1! To inspire you we’ve started a profile series of past IGF winners, starting with Night in the Woods! …

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GDC 2019 welcomes a wonderful group of new Summit advisors!

August 31, 2018

GDC 2019 welcomes Emily Short, Grace Carroll, Miguel Sicart, Tanya X. Short, Steve Swink, and Katrina Wolfe as advisory board members for the GDC 2019 Summits! …

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Blog: An explorable explanation on how to make a good puzzle

August 31, 2018

Puzzles are everywhere, but just how do you make a good puzzle — one that’s fun, and satisfying to solve? I’ll explain this using playable levels from Sokoban in this interactive article. …

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Phantom Brigade dev Tetragon Works merges with Brace Yourself Games

August 31, 2018

A short tweet revealed Tetragon has merged specifically with Brace Yourself’s Vancouver studio, and that turn-based mech tactics title Phantom Brigade is new being developed under its watchful eye. …

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China increasing video game restrictions to combat myopia in children

August 31, 2018

Regulators hope to stamp out the visual impairment by limiting the number of new online games coming into the country, while also curbing play time and implementing a new age-restriction system. …

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Tuning Dead Cells to appeal to players both fast and slow

August 30, 2018

†œIt took one year — a little bit less than one year — and we switched it from a totally different [game] to this action platformer,” says designer Sébastien Bénard in this Dead Cells dev rumination. …

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Video: How Paradox Interactive combines business strategy and game development

August 30, 2018

Paradox Interactive’s Fredrik Wester explains how the developer/publisher selects, nurtures and launches its games, from Crusader Kings 2 to the Pillars of Eternity franchise. …

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SCUM is Devolver Digital’s biggest launch after selling 250K copies

August 30, 2018

SCUM, a multiplayer online survival game developed by Croatian studio Gamepires, has sold over 250,000 copies less than 24 hours after release.  …

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Get a job: InnoGames is hiring a Sr. UI Designer for a new mobile game

August 30, 2018

InnoGames is looking for a UI designer to create attentive and thoughtful user interfaces for one of its upcoming mobile games wit ha strong focus on user experience and navigation. …

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How Mulaka reflects a culturally respectful development process

August 30, 2018

The Mulaka developers discuss how communicating with members of the Tarahumara community, whose folk lore inspired the game, helped portray an accurate representation of their culture. …

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Don’t Miss: Punishing difficulty conveys a personal story in The End is Nigh

August 30, 2018

“As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family.” …

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