Get a job: Insomniac is looking to hire an Engine Programmer
The studio responsible for
Sunset Overdrive &
Ratchet & Clank are looking to bring on a programmer skilled in C++ and other languages to do engine work at Insomniac's Burbank, CA office.
Video: Postmortem reflections on the success of Cities: Skylines
At GDC Europe 2015, Colossal Order's Karoliina Korppoo ran down how the studio designed the game to be a latter-day
SimCity, explaining how it was possible with a small team and limited resources.
Peter Moore touts increased dev diversity at EA and calls for more
EA exec Peter Moore says the industry is shifting as he sees more women game developers and game execs (like EA's own Samantha Ryan and Jade Raymond) now than ever before.
Memorable main menu sound design
"During these brief but crucial moments the developer has the oppurtunity to enhance the motifs and themes of the game and give the player the first vital glimpse of the world they are about to enter."
Fran Bow and the appeal of the ambiguous ending
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Don't Miss: The Gamasutra community's game developer flashcards
Developers like you from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Game devs join forces for War Child charity game jam
Creative Assembly, 343 Industries and other devs will take part in a game jam for charity, with the resulting jam games being sold as a pack in 2016 to raise money for the War Child non-profit.
Report: Gameloft lays off Tokyo devs weeks after debut game launch
Gamasutra has received reports that nearly 100 people lost their jobs at Gameloft Tokyo this summer due to poor performance of the studio's recently-released debut game,
Magna Memoria.
Blog: Why some games feel like a waste of time, and some don't
"Why playing some video games leaves you with a sour taste, with the feeling of having wasted time and even that you have somehow debased yourself."
5 years to create a mobile adventure: A postmortem of Heroki
"Developing Heroki was an incredible journey that was rewarding on several levels. We’ve learned so much about game development and working with a big publisher in the last 5 years."
We should patch our games
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games."
Opinion: What can we learn from that tone-deaf 'Slave Tetris' minigame?
Video games can either deepen our understanding of difficult subjects or trivialize them. Columnist Katherine Cross examines thematic incoherence in one recent example.
Open source VR from Razer readies for commercial launch, gains more dev support
Razer has launched its OSVR content discovery platform while revealing it will make the consumer version of its VR headset, the HDK 1.3, available for pre-order soon.
Confessions of a Steam trading card addict
"The more I promised I’d change and failed to do so, the more I hated myself for what I was doing to my body, and seemingly couldn’t stop. Dozens of hours down the drain to save $2.99."
Marvel Heroes developer Gazillion confirms layoffs
Marvel Heroes and
Super Hero Squad Online developer Gazillion has been hit with layoffs, the company has confirmed.
How to market your game - The 'Jaws' method
"Ideally you want the shortest most direct positioning for your product you can create, a longer more drawn out positioning can be harder to remember and harder to define."
4 lessons that 30+ years of software dev has taught me about building games
"I’ve learned some valuable lessons, many of which are surprisingly relevant to game development, as different as that is from the 'serious' side of software. I’d like to share a few relevant lessons."
How video game developers score art grants
More and more games are being partially or fully funded by grants from the NEA, the NEH, and state arts councils. WE share tips on how funding is secured, and what projects seem to find favor.
Chinese game firm Shanda guns for Western mobile success with new merged studio
Shanda has merged together two of its owned studios and hopes to make a big success in the West with a portfolio of eight new titles.
Jeffrey Hilbert, founder of notable games agency DDM, stepping down
The agency, whose clients includes studios like FromSoftware, Ninja Theory, and PlatinumGames, is seeing its founder step away from a leading role.
Procedural dungeon generation algorithm
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Get a job: Hello Games is hiring a Senior Engine Programmer
The folks responsible for the
Joe Danger games are looking for an experienced C++ programmer to join them in Guildford, England to work on shipping the upcoming
No Man's Sky to PC and consoles.
How a simple Madden-like name change overcame Marvel Heroes' Metacritic woes
We talk to Gazillion CEO David Brevik about how
Marvel Heroes was successfully reborn after a lackluster launch. The secret: an annualized model akin to Microsoft software and EA sports games.
Don't Miss: Building the AI for Hearthstone
In one of the more popular GDC Vault videos of 2014, former Blizzard engineer Brian Schwab took the stage at GDC 2014's AI Summit to deliver a frank talk on the AI design of
Hearthstone.
Video: Roadtripping across Europe to make games with 11 other developers
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.