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Gamasutra News

Published: Mon, 22 Jan 2018 07:30:01 -0500

Last Build Date: Mon, 22 Jan 2018 07:30:01 -0500

Copyright: Copyright 2006,

Gamasutra Asks: What to make of Nintendo Labo?

Mon, 22 Jan 2018 04:08:00 -0500

(image) Real talk: What's Nintendo trying to achieve by releasing DIY cardboard accessories for the Switch? How might it shape the course of game dev? What does this mean for Switch devs outside Nintendo? ...


Video Game Deep Cuts: Labo On A Police Quest?

Sun, 21 Jan 2018 22:38:00 -0500

(image) This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more. ...


Gamasutra talks to Arena of Valor audio designer Richard Ludlow

Fri, 19 Jan 2018 19:37:00 -0500

(image) Interested in audio workflow solutions, or how procedural audio generation might impact game development? Check out this conversation with GDC 2018 speaker Richard Ludlow. ...


Don't Miss: Inside the 4-year development of Stardew Valley

Fri, 19 Jan 2018 16:17:00 -0500

(image) In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that." ...


Get a job: Visual Concepts is hiring a Sr. Graphics Software Engineer

Fri, 19 Jan 2018 15:53:00 -0500

(image) Visual Concepts is looking for an experienced engineer to push the boundaries of graphics in its games by analyzing and optimizing existing algorithms as well as architecting new graphics features. ...


Facebook signs eSports streaming agreement for CS: GO Pro League and ESL One

Fri, 19 Jan 2018 15:46:00 -0500

(image) The social media site replaces YouTube as the sole stream provider for the two upcoming competitions.  ...


ESA: The U.S. game industry saw $36B in revenue in 2017

Fri, 19 Jan 2018 14:47:00 -0500

(image) The ESA, along with the NPD Group and App Annie, clock total game industry revenue at $36 billion between console, PC, and mobile software and video game hardware sales. ...


Get insights about working in game audio at 6PM EST!

Fri, 19 Jan 2018 14:00:00 -0500

(image) We're talking with game audio veteran Richard Ludlow at 6PM EST. Come ask your questions! ...


Blog: Are probabilities ruining your RPG experience?

Fri, 19 Jan 2018 13:01:00 -0500

(image) Wouldn't it be more fun if we hid the success probabilities of choices in an RPG? Here's how we tackled the percentage problem when designing Sacred Fire. ...


At GDC 2018, get tips on creating lovable characters from a Moss dev

Fri, 19 Jan 2018 12:19:00 -0500

(image) At GDC 2018 Moss maker Polyarc's own Brendan Walker will dig into the nuts and bolts of crafting believable and engaging VR characters and environments in your game. ...


Blog: How I learned to stop worrying and finish the game

Fri, 19 Jan 2018 11:08:00 -0500

(image) What goes into a match-3 game that takes four years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3. ...


Chinese mobile game market sees consumer spending rise by 250% since 2015

Fri, 19 Jan 2018 11:06:00 -0500

(image) The value of the Chinese mobile game market has grown by 250 percent since 2015, with consumers in the region dropping around $11 billion on mobile titles during 2017. ...


Stardew Valley was the most-downloaded Switch title in 2017

Fri, 19 Jan 2018 09:06:00 -0500

(image) It's no secret that indie games are thriving on the Switch, and it looks like Stardew Valley was the pick of the bunch last year.  ...


Blog: We should all make time to not make things

Fri, 19 Jan 2018 09:03:00 -0500

(image) After a recent creative break, I grapple with how rest and introspection are not championed in the industry, even they can be a huge boon to creative work. ...


Blog: A data-driven look at the rising cost of game dev

Fri, 19 Jan 2018 04:03:00 -0500

(image) "[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content." ...