Party's almost over for GameStop's used games business
Gamasutra analyst Matt Matthews examines exactly how resale changes with new video game consoles might impact GameStop's bottom line.
Blizzard drastically reduces development team for 'Titan'
Blizzard's as-yet unnamed MMO, codenamed "Titan," is getting a reboot and a 70 percent staff reallocation, as part of the company's "iterative" development process.
Concerns raised over the prying eyes of Xbox One's Kinect
Microsoft has said that the Kinect hardware will need to have the camera plugged in at all times. Now there are questions regarding what the company plans to do with the information it gathers.
Halo 4 co-op, Top Eleven talks added to GDC Europe 2013
Newly added
GDC Europe 2013 lectures will cover
Halo's first episodic multiplayer content,
Top Eleven's emerging market efforts that led to 11 million MAUs, and Bigpoint's C++-to-web tech overview.
Why you must sell your game to the people who sell your game
Adam Saltsman, the independent game designer behind
Hundreds and
Canabalt, offers advice on getting platform holders interested in your game.
A look at futuristic game architecture, from 2002
In this reprint from the January 2002 issue of GD Mag, future
Duke Nukem Forever developer Hayden Duvall looks to the role of architecture in informing futuristic game levels.
E3 and the start of an unprecedented generation
With E3 2013 only weeks away, Gamasutra editor-at-large Leigh Alexander talks to ESA senior VP Rich Taylor about the changes we can expect this year.
Making better hallways: Tips from a Tomb Raider designer
All games have them, but they could be a
lot better, generally. Level designer Travis Hoffstetter (
Tomb Raider) explains what you can do to make your game's corridors
better.
In-app purchase case study: What worked, what didn't
How do you find out what players will
really buy and why? Charles Cox's thought was to crunch the data. And while he got some unpleasant answers, his data is yours now, too.
Video: Improving AI in Assassin's Creed III, XCOM, Warframe
AI developers behind
Assassin's Creed III, XCOM: Enemy Unknown, and
Warframe came together to discuss how they improved the AI in their games.
'We can do better': When the local scene isn't inclusive enough
Toronto indie David Gallant sees many problems with inclusivity within his local scene. Do you see the same problems around you? Can you offer solutions? Join the conversation.
Get a job: 2K Sports is looking for a Public Relations Manager
"Collaborate with Public Relations Director and Product Managers to create, manage and execute public relations programs for 2K Sports."
5 quick tips for app store optimization
Getting your game noticed in app stores is a huge challenge and the bane of many developers. But these quick tips can boost your chances of finding an audience.
Blog: We're indie, we like Microsoft. So what?
The Xbox One reveal was broadly perceived as being anti-indie. But
I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1 developer James Silva explains why he thinks "everything is fine."
This Week in Video Game Criticism: From Xbone to queering Silent Hill
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the Xbox One, the queering of
Silent Hill, and more.
Being an effective producer
Teams that don't have producers still have people doing production, argues Hansoft's Samuel Ranta-Eskola. In this post he breaks down the essential traits of an effective producer.
Gamebox accuses Wargaming of 'slander' over Project Tank
Following accusations it copied Wargaming.net's
World of Tanks, Gamebox has submitted a formal charge of slander, saying its
Project Tank simply draws from the same source material.
Licensed games: A better way to acquire users?
Getting new users into your game is getting more and more difficult. While licensed games have a bad rap, established brands are an effective lure. But what does that do to your user acquisition costs?
Blog: Theme and craft, games and art
Spelunky developer Derek Yu ruminates on crises and criticisms in game culture, exploring whether or not we really and truly understand the importance of how games are made.
Blog: Best practices for HDR audio in Wwise
Brad Meyer (Sucker Punch) has a deep understanding of Wwise's latest update, and offers six tips for using the popular sound program's brand new HDR audio functionality.
Battleblock Theater, Terraria were April's big XBLA sellers
Final reminder: GDC Next, ADC talk submissions due Wednesday
The deadline for
talk submissions for the future-focused GDC Next show in L.A. is on May 29th - organizers also taking submissions for co-located, non-game focused App Developers Conference.
How AI could generate logical puzzles in games
By building based on real-world rules, a puzzle-designing AI could create adventure-game style puzzles that make sense. Michael Cook delves into the research so you don't have to.
The state of Android in 2013: Developers speak out
Despite its ever-increasing install base, the platform lagged behind iOS. How is it
now? Developers big and small -- GREE, Spry Fox, Animoca, The Game Bakers -- share their experiences.
Molyneux's Curiosity experiment comes to an end
Peter Molyneux's
Curiosity experiment has come to an end, revealing a video congratulating the "winner" -- that is, the person who tapped the final piece of the cube.