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Gamasutra News



Gamasutra News



Published: Sun, 20 Aug 2017 07:50:02 -0400

Last Build Date: Sun, 20 Aug 2017 07:50:02 -0400

Copyright: Copyright 2006, Gamasutra.com
 



Prettying up the Zergling in Starcraft Remastered

Fri, 18 Aug 2017 18:06:00 -0400

(image) The Blizzard art team explains how they learned that Zerglings have grubby, horrifying little hands at the end of their spikes. ...

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Gamasutra plays Sonic Mania

Fri, 18 Aug 2017 17:19:00 -0400

(image) The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it. ...

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Get a job: Sucker Punch is hiring a Systems Designer

Fri, 18 Aug 2017 15:51:00 -0400

(image) Looking for a new gig? Sucker Punch Productions is hiring a number of designers, programmers, and artists for its Washington-based game development team. ...

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Twitch's new filtering options are fueled by automatic live video indexing

Fri, 18 Aug 2017 15:10:00 -0400

(image) Twitch has implemented a deep learning-based video indexing platform that filters live gameplay into categories based on in-game factors without any additional input from streamers or staff. ...

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Don't Miss: Painful PR lessons learned on the way to Guacamelee!

Fri, 18 Aug 2017 14:17:00 -0400

(image) Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk. ...

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Give me a break: Atari suing Nestle over alleged Breakout-themed Kit Kat ads

Fri, 18 Aug 2017 13:52:00 -0400

(image) Atari has filed a federal lawsuit against Nestle, arguing that the candy maker's short-lived Kit Kat: Breakout commercial made unauthorized use of Atari's classic brick-breaking arcade game, Breakout. ...

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We're streaming Sonic Mania today at 3PM EDT

Fri, 18 Aug 2017 13:21:00 -0400

(image) We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT. ...

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Blog: Understanding decision making using dual-process theory

Fri, 18 Aug 2017 13:01:00 -0400

(image) Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking. ...

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How Tencent's latest hit Honour of Kings has divided generations

Fri, 18 Aug 2017 11:22:00 -0400

(image) "If you don't do real-name verification for your new accounts, the system has no way to know how old you are, so there won't be any limits." ...

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Blog: Designing our large-scale installation game, Salmon Roll

Fri, 18 Aug 2017 11:22:00 -0400

(image) Salmon Roll is a large-scale installation game for two players that will debut at Play NYC on August 19th. Here's how the game went from brainstorming to nearly finished in a matter of weeks. ...

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Blog: Game music system tools and tips

Fri, 18 Aug 2017 09:46:00 -0400

(image) Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks. ...

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Big Immersive to become dedicated VR and AR publisher

Fri, 18 Aug 2017 09:33:00 -0400

(image) Big Immersive has formally announced its arrival to the games industry, and spelled out its desire to become a dedicated VR and AR publisher. ...

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Blog: A practical guide to first-person level design

Fri, 18 Aug 2017 08:37:00 -0400

(image) A guide to help you design better first person levels. "Where to start?" And different notions used in level design explained with practical examples from Mirror's Edge and Bad Company 2. ...

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How small-scale studio Vector Unit optimized for big-scale success

Fri, 18 Aug 2017 03:07:00 -0400

(image) A case study of an indie studio. Using its own engine technology, the tiny team at Vector Unit has released 8 titles across nine platforms in the last ten years. ...

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Early Access has changed We Happy Few -- and helped the dev quadruple in size

Thu, 17 Aug 2017 19:53:00 -0400

(image) "Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team." ...

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