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I'm sometimes asked how I develop games so fast with high quality. Usually I shrug and give an 'I don't know' answer because it's half the truth, but I thought it was time to give a proper answer. ...
The iOS version of Fortnite has earned more than $15 million in global revenue since launching less than a month ago, and has been outshining some of the biggest earners on the U.S. App Store. ...
"The ESA supports enforceable open internet protections that have helped fuel dynamic growth, competition, and innovation in the video game industry." ...
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune. ...
Ubisoft has cut the ribbon on a new studio in Winnipeg, Canada, that will focus on developing tools and technologies for creating immersive game worlds. ...
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT. ...
A look back at my time working for Halo developer 343 Industries and some related growing pains. ...
The museum will be hosting an exhibit that seeks to explore recent evolutions in game design innovations and their growing impact on players and communities. ...
The noted hardware company has launched the Razer Game Store and is offering loyalty program rewards to players that buy digital games through its new storefront. ...
Visual Concepts is looking for someone to develop next-generation tools and engines, with a focus on the interactive layer of the two as a member of its Agoura Hills-based team. ...
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more. ...
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves. ...
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic
"Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," studio founder Sven Vincke told PCGamer in a new postmortem feature. ...
An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent during the Seven Day Roguelike Challenge. ...
Cameron was one of the original members of LucasArt's famed Monkey Island team, and was responsible for breathing life into iconic characters like Voodoo Lady and Meathook.
After playing Middle-earth and Animal Crossing I noticed they used systems in a social context, and started thinking about what social interaction systems are, and how they stand out. ...
The deal follows IO Interactive's split from previous owner Square Enix, which published every entry in the franchise from 2012 to 2016. ...
The publishing venture aims to partner with indie developers to both bring their games to new platforms and help them expand into other forms of media. ...
Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell. ...
"If you are not confident in being able to explain why the hits hit and why the others do not, you shouldn't be confident about your game's chances either," explains Ryan Clark. ...
Companies like Cold Iron Studios and Infinity Ward are a looking for everything from Associate Producers to QA Testers on the Gamasutra Job Board. ...
"Surprise: cheap games do not make a lot of money," wrote SteamSpy operator Sergey Galyonkin.
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game. ...