Planet Gamedev

Gamasutra Feature Articles

User experience insights: Criminal Case

March 26, 2015 08:01 PM

How could the popular casual title's UX be improved? This post by a Gameloft UX designer takes a critical look at the hit, and offers suggestions for making it better. ...

Game From Scratch

An Hour with Blender and GameFromScratch.com

by Mike@gamefromscratch.com at March 26, 2015 07:51 PM

 

I just started a new concept off today, please let me know if you like it.  Basically it’s a fixed duration (one hour) overview on a specific topic, in this case Blender.  The idea is to give a cross between an introduction and a tutorial on getting started with using a certain product.  In this video we look at Blender, how to configure it, how to navigate and customize the interface, what it’s composed off and the basics of operating it.

 

If there is interest, I can do “An hour with” topics that are much more focused, such as “An hour Modelling” or “An hour texturing”, etc.

 

Additionally, this is not a deep dive Blender tutorial.  Fortunately I already have one of those!  If you are looking at specifics of learning Blender, the hotkeys, etc, please start here.

 

Below is an embedded version of the video.  It is also available in full 1080p on YouTube here.

 

The Video

 

Gamasutra Feature Articles

Get a job: Sony Santa Monica seeks a Senior Programmer

March 26, 2015 07:46 PM

Sony's Santa Monica branch is looking for an experienced programmer to code graphics and engine tech alongside the God of War team. ...



How we, as devs, can engage and contribute to our local community

March 26, 2015 07:11 PM

"Community engagement is something we've always been involved with since the get-go. It's a side activity for us, but nevertheless important, and about high time we put together a summary of our activities." ...

Putting a fake nose in your VR game may make it less nauseating

March 26, 2015 07:08 PM

Researchers at Purdue University believe that rendering a virtual nose in your first-person virtual reality game can help extend the amount of time people can play it without feeling sick. ...

Geeks3D Forums

NVIDIA - Using ASTC Texture Compression for Game Assets

March 26, 2015 06:46 PM

Quote
In parallel to Khronos defining OpenGL ES 3.0, there was an effort to develop an industry-leading compression format that provided developers with finer grained control. This resulted in the mid-2012 launch of the ASTC texture compression forma...



Gamasutra Feature Articles

Don't Miss: Successful principles of an indie game bottom feeder

March 26, 2015 05:53 PM

Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel. ...

Level design for melee combat systems: Talking to the experts

March 26, 2015 04:56 PM

On combat, with God of War's Alex Sulman, DmC: Devil May Cry's Rahni Tucker, The Last of Us' Anthony Newman, Aztez's Ben Ruiz, Dead Island 2's Daniel Nordlander, Killzone's Doug Walker, and others. ...

Geeks3D Forums

NVIDIA StateViewer: a tool to track state changes in DX11 and OpenGL

March 26, 2015 04:50 PM

The StateViewer tracks state changes in DX11 and OpenGL graphics apps, using apitrace to initially capture and record traces to a .trace file. During retrace the state bins are tracked, and output to a .raw file which is visualized using the StateViewe...



Compare DirectX 12, Mantle and DirectX 11 with 3DMark

March 26, 2015 04:09 PM

Quote
We're excited to introduce our new 3DMark API Overhead feature test - the world's first independent test for measuring differences in ...

Gamasutra Feature Articles

Road to SXSW: The ups and downs of showing off our game

March 26, 2015 02:51 PM

A critical look at SXSW's indie area -- a very different environment than PAX or GDC: "What went right, what went wrong, and then summarize with what I think should happen in the future." ...

How we replaced Steam Workshop with Google App Engine

March 26, 2015 01:52 PM

"We have found Google App Engine to be an incredible resource for our server infrastructure. This allowed us to build a scalable backend that handles authentication, workshop uploads, and build distributions." ...

You can now make games for Facebook's mobile Messenger platform

March 26, 2015 12:52 PM

Facebook has announced and launched an in-messenger app platform at F8, allowing developers to create apps and games for its standalone Messenger mobile app -- a la LINE or WeChat. ...

Programming RTS unit movement in Unreal Engine 4

March 26, 2015 11:51 AM

"I've just finished refactoring a movement component for spaceships. In this post, I'd like to share my experience with you and talk about Navigation Volumes, Movement component, AIController and Pawn." ...

cbloom rants

03-25-15 - My Chameleon

by cbloom (noreply@blogger.com) at March 26, 2015 12:29 PM

I did my own implementation of the Chameleon compression algorithm. (the original distribution is via the density project)

This is the core of Chameleon's encoder :

    cur = *fm32++; h = CHAMELEON_HASH(cur); flags = 1;
    if ( c->hash[h] == cur ) { flags ++; *to16++ = (uint16) h; }
    else { c->hash[h] = cur; *((uint32 *)to16) = cur; to16 += 2; }

This is the decoder :

    if ( (int16)flags  0 ) { cur = c->hash[ *fm16++ ]; }
    else { cur = *((const uint32 *)fm16); fm16 += 2; c->hash[ CHAMELEON_HASH(cur) ] = cur; }
    flags = 1; *to32++ = cur;

I thought it deserved a super-simple STB-style header-only dashfuly-described implementation :

Chameleon.h

ADD :
Chameleon2.h - experimental SIMD wide Chameleon
both Chameleons in a zip

My Chameleon.h is not portable or safe or any of that jizzle. Maybe it will be someday.


// Usage :

Chameleon c;

Chameleon_Reset(&c);

comp_len = Chameleon_Encode(&c, comp_buf, in_buf, in_size );

Chameleon_Reset(&c);

Chameleon_Decode(&c, out_buf, in_size, comp_buf );

I can't build Density, but looking at the code and timing my own unrolled vs. non unrolled, I'd wager that my implementation is a good deal faster.

I'm sure it could get a lot faster by doing 4 interleaved streams and SIMD'ing everything. (ADD : maybe not)


ADD : Chameleon2 SIMD prototype now posted.

The SIMD encoder is not fast on SSE2. I believe it should be fast on SSE3 or 4 (untested). The scatters & gathers could probably be improved; they're sort of placeholders for when we actually get a fast hardware scatter/gather some day (*).

(* = though use of hardware scatter here is always going to be treacherous, because hashes may be repeated, and the order in which collisions resolve must be consistent)



03-25-15 - Density - Chameleon

by cbloom (noreply@blogger.com) at March 26, 2015 12:29 PM

Casey pointed me at Density .

Density contains 3 algorithms, from super fast to slower : Chameleon, Cheetah, Lion.

They all attain speed primarily by working on U32 quanta of input, rather than bytes. They're sort of LZPish type things that work on U32's, which is a reasonable way to get speed in this modern world. (Cheetah and Lion are really similar to the old LZP1/LZP2 with bit flags for different predictors, or to some of the LZRW's that output forward hashes; the main difference is working on U32 quanta and no match lengths)

The compression ratio is very poor. The highest compression option (Lion) is around LZ4-fast territory, not as good as LZ4-hc. But, are they Pareto? Is it a good space-speed tradeoff?

Well, I can't build Density (I use MSVC) so I can't test their implementation for space-speed.

Compressed sizes :


lzt99 :
uncompressed       24,700,820

density :
c0 Chameleon       19,530,262
c1 Cheetah         17,482,048
c2 Lion            16,627,513

lz4 -1             16,193,125
lz4 -9             14,825,016

Oodle -1           16,944,829
Oodle -2           16,409,913

Oodle LZNIB        12,375,347

(lz4 -9 is not competitive for encode time, it's just to show the level of compression you could get at very fast decode speeds if you don't care about encode time ; LZNIB is an even more extreme case of the same thing - slow to encode, but decode time comparable to Chameleon).

To check speed I did my own implementation of Chameleon (which I believe to be faster than Density's, so it's a fair test). See the next post to get my implementation.

The results are :

comp_len = 19492042
Chameleon_Encode_Time : seconds:0.0274 ticks per: 1.919 mbps : 901.12
Chameleon_Decode_Time : seconds:0.0293 ticks per: 2.050 mbps : 843.31

round trip time = 0.05670
I get a somewhat smaller file size than Density's version for unknown reason.

Let's compare to Oodle's LZB (an LZ4ish) :


Oodle -1 :

24,700,820 ->16,944,829 =  5.488 bpb =  1.458 to 1
encode           : 0.061 seconds, 232.40 b/kc, rate= 401.85 mb/s
decode           : 0.013 seconds, 1071.15 b/kc, rate= 1852.17 mb/s

round trip time = 0.074

Oodle -2 :

24,700,820 ->16,409,913 =  5.315 bpb =  1.505 to 1 
encode           : 0.070 seconds, 203.89 b/kc, rate= 352.55 mb/s
decode           : 0.014 seconds, 1008.76 b/kc, rate= 1744.34 mb/s

round trip time = 0.084

lzt99 is a collection of typical game data files.

We can test on enwik8 (text/html) too :


Chameleon :

enwik8 :
Chameleon_Encode_Time : seconds:0.1077 ticks per: 1.862 mbps : 928.36
Chameleon_Decode_Time : seconds:0.0676 ticks per: 1.169 mbps : 1479.08
comp_len = 61524068

Oodle -1 :

enwik8 : 
100,000,000 ->57,267,299 =  4.581 bpb =  1.746 to 1 
encode           : 0.481 seconds, 120.17 b/kc, rate= 207.79 mb/s
decode           : 0.083 seconds, 697.58 b/kc, rate= 1206.19 mb/s

here Chameleon is much more compelling. It's competitive for size & decode speed, not just encode speed.

Commentary :

Any time you're storing files on disk, this is not the right algorithm. You want something more asymmetric (slow compress, fast decompress).

The implementations of Cheetah & Lion that are in Density look non-Pareto to me (for round-trip type). A fast LZ like Oodle -2 looks better. But based on what I've seen with Chameleon, perhaps they could get faster and then they would be Pareto, at least for encode time.

When do you actually want a compressor that's this fast and gets so little compression?

I'm not sure. Perhaps for in-memory storage of compressed data. The Chameleon decoder always outputs 128-bit chunks, which should make it work nicely as a streaming/write-combined memcpy. So on certain consoles it might be interesting to store vertex/index buffers in memory compressed with Chameleon and decompress them to GPU memory. It's not really super compelling though because the compression ratios are so poor.

In my Pareto graph (see very end of post) Chameleon would go in the gap between LZB and memcpy.

Gamasutra Feature Articles

Thinking about people: Designing games for social simulation

March 26, 2015 08:50 AM

Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie. ...

iPhone Development Tutorials and Programming Tips

Tool: Xcode Plugin For Easy Tweaking Of CAMediaTimingFunction Control Points

by Johann at March 26, 2015 06:33 AM

Earlier this month I mentioned a nice Xcode plugin that adds an action bar you can bring up with a hotkey providing easy access to nearly every Xcode action.

Here’s an Xcode plugin called CATweakerSense from Xu Lian that provides a nice interface directly within Xcode so you can visually set your CAMediaTimingFunction animation timing curve.

CATweakerSense will pop up its interface for tweaking directly within your code within a popover while editing CAMediaTimingFunction control points.

CATweakerSense also includes a tool you can use on your desktop for tweaking CAMediaTimingFunction values.

Here’s an image showing CATweakerSense in action:

CATweakerSense

You can find CATweakerSense and CATweaker on Github here.

A handy Xcode plugin.

See More: Xcode Plugins

Original article: Tool: Xcode Plugin For Easy Tweaking Of CAMediaTimingFunction Control Points

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.



David Perry Blog

Big Day for PS4 Firmware Updates!

by David Perry at March 26, 2015 04:41 AM

Yes, I know video game console firmware updates can get annoying, but not when they have really cool new features!

Tomorrow (3/25/15) the Yukimura update 2.50 will be available on the PlayStation 4.

This will add Suspend and Resume, a feature gamers have been excited about.

Our Gaikai team has slipped in something as well…

Remote Play and Share Play — For games that support 60 fps, users will be able to automatically enjoy those games with 60 fps for both Remote Play and Share Play** on supported devices.

Enjoy!

You can find a list of the new features here: Firmware update 2.50


Filed under: Uncategorized Tagged: firmware update, gaikai, playstation 4, PS4, remoteplay, shareplay

Gamasutra Feature Articles

Rust experiments with racial empathy by assigning players' skin tones

March 25, 2015 11:30 PM

The latest Rust update assigns all players a permanent, randomized skin tone and face. Developer Garry Newman says it's led to an increase in racism, and also some intriguing player behavior. ...

Valve updates devs on the Steam Discovery changes

March 25, 2015 10:44 PM

"Thanks to the Discovery Update, customers appear to be getting better and more personalized information, and acting on it," the company says, in a new blog post. ...

One Life Left vs. Gamasutra GDC Podcast #3: Talkin' Butt Sniffin' Pugs and more

March 25, 2015 10:26 PM

Revisit GDC 2015 with our guests including Mike Bithell (Volume) Cliff Harris (Positech), Christy Marx (Zynga), Drew Murray (Insomniac) and a chat about Butt Sniffin' Pugs. ...

Gabe Newell shares how a flat structure helps Valve succeed

March 25, 2015 10:04 PM

In an email exchange, the co-founder of Valve explains exactly why its flat structure works well, and how he hopes to take a more active role now that it's matured. ...

Facebook F8: New services for devs, including ads, in-game gifts, analytics

March 25, 2015 09:43 PM

Today in San Francisco Facebook kicked off its annual conference, F8, and announced a swath of new features. Here's a collection of those relevant to game devs. ...

Geeks3D Forums

NVIDIA - The Basics of GPU Voxelization

March 25, 2015 09:12 PM

The Basics of GPU Voxelization

Ain't it a bit early to recommend "higher GPU architecture" than Maxwell?

Quote
In this article, we have described the basics of GPU voxeliza...

David Perry Blog

An Idea worth a MILLION dollars! Really!

by David Perry at March 25, 2015 09:11 PM

This Ted Talk by David Isay of StoryCorps won the 2015 TED prize, he got a million dollars to help him realize this idea and he got a well deserved standing ovation.

How powerful can a simple idea be?   Check it out:

http://go.ted.com/Mwr


Filed under: Uncategorized Tagged: david isay, storycorps, TED 2015, ted prize winner

Gamasutra Feature Articles

343 dips its toes into F2P with Russian beta of Halo Online

March 25, 2015 08:35 PM

The folks at 343 Industries are testing the waters of free-to-play Halo by beta-testing a multiplayer-only PC version of the game this spring -- in Russia. ...



Get a job: Harmonix seeks a Gameplay Engineer

March 25, 2015 08:06 PM

Got some experience programming in C++ for PC/console games? Harmonix is looking for someone like you to invent, prototype and code novel gameplay mechanics in its Cambridge, MA studio. ...

Latest PS4 update brings verified developer accounts to PSN

March 25, 2015 07:44 PM

UPDATE A big firmware update coming to PS4 this week includes a new "Verified Account" system that will emblazon the PSN accounts of developers and other game industry professionals with a special badge. ...

Video: How theater influenced the design of Kentucky Route Zero

March 25, 2015 06:52 PM

Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero. ...

Don't Miss: Inside the PlayStation 4 with Mark Cerny

March 25, 2015 06:20 PM

In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind. ...

Microsoft makes a version of Azure free for student developers

March 25, 2015 06:09 PM

Microsoft is making a show of reaching out to young developers by making a suite of Azure development tools and resources freely available to students registered in its Dreamspark educational program. ...

The Blizzard cloning lawsuits are a symptom of a bigger problem with mobile

March 25, 2015 05:36 PM

Attorney Zachary Strebeck takes a look at the Heroes Charge and Soul Clash lawsuits, and diagnoses a "lack of innovation and an eagerness to copy the work of others." ...

Geeks3D Forums

NVIDIA GeForce driver 349.12 for Linux, FreeBSD and Solaris

March 25, 2015 05:05 PM

 Linux x64 (AMD64/EM64T) Display Driver

  • Release Highlights
  • Added support for G-SYNC monitors when used together with non-G-SYNC monitors.When G-SYNC is e...

Gamasutra Feature Articles

From snakes to threads: Modularity with logic and graphics

March 25, 2015 05:01 PM

"Keeping logic and graphics separate might perhaps look like an elaborate exercise of style at a first glance, but really pays back during the development stages, because of its modularity and flexibility." ...

Unity 5: Making the most of updating - Lighting and shaders

March 25, 2015 04:18 PM

"Unity's new Standard Shader is meant to handle most of the materials you'll need, and it certainly lives up to that for us." Here's how you use it -- script included. ...

Sunless Sea sales and funding deep dive: Kickstarter

March 25, 2015 03:11 PM

"We launched our Kickstarter campaign on 3rd September 2013. The funding goal was £60,000. We received £100,803 (168% of our funding goal) from 4,271 backers." ...

Leap Motion putting gesture control on your face

March 25, 2015 02:01 PM

Leap Motion is integrating its 3D motion control software and hardware solution into the upcoming OSVR Hacker Dev Kit. ...

Game dev summer camp snags Swedish game industry talent as mentors

March 25, 2015 01:36 PM

Jens Bergensten and Avalanche Studios founder Christofer Sundberg are among the six game industry figures who have signed on to mentor participants in the upcoming Stugan game dev accelerator program. ...

Analytics event collection and storage with Apache Flume NG

March 25, 2015 12:02 PM

"In this post we cover the consumer side of that story focusing on how we process and store analytics events represented in JSON in Amazon's Simple Queue Service (SQS) using Apache Flume NG." ...

The Russian mobile market: Insights, forecasts, and tips

March 25, 2015 09:00 AM

How can you take advantage of the Russian mobile market, and what do you need to know about entering it? This comprehensive look offers the facts and figures. ...

Let's get real about the financial expectations of 'going indie'

March 25, 2015 09:00 AM

There are many ways to measure the distance between "going indie" and independent sustainability in the world of game development. We talk to a few devs about their very real struggle to survive and thrive. ...

iPhone Development Tutorials and Programming Tips

Open Source UIColor Extension Library Providing Access To 1200+ Colors By Name

by Johann at March 25, 2015 06:21 AM

I’ve mentioned a number of color helper libraries most recently a library providing colors for creating gradients, and a library for grabbing flat colors based on an image.

Here’s a UIColor extension library submitted by Reid Gravelle called Rainbow that makes a large number of colors usable by name.

Rainbow contains over 1200 colors including many crayola colors and a helper to make the RGB values more readable by not requiring division by 255.

You can find Rainbow on Github here.

A nice library for accessing a wide number of colors with UIColor.

Original article: Open Source UIColor Extension Library Providing Access To 1200+ Colors By Name

©2015 iOS App Dev Libraries, Controls, Tutorials, Examples and Tools. All Rights Reserved.

David Perry Blog

The Internet Archive of Everything! Even Aladdin!

by David Perry at March 25, 2015 04:55 AM

Disneys Aladdin

I’m amazed how the Internet Archive continues to grow.  They even have the PC Aladdin Video Game in there.  (I programmed the Sega Genesis version that it’s based on.)

https://archive.org/details/msdos_Disneys_Aladdin_1994

Press ENTER when it asks for the word from the manual.

NOTE: The Emulation was a bit slow/jerky on my PC.

Disneys Aladdin 2

CURSOR KEYS to move.

Space  = Jump

CTRL Key = Swing Sword

ALT Key = Jump


Filed under: Uncategorized Tagged: Aladdin, Disney's Aladdin, DOS, Emulated, Internet Archive, pc, Sega Genesis

PC Magazine Reviews PlayStation Now

by David Perry at March 25, 2015 04:18 AM

.

Happy to see articles like this, that are starting to reveal the potential of cloud gaming

http://www.pcmag.com/article2/0,2817,2478614,00.asp

I had our resident fighting game expert Jeffrey L. Wilson play King of Fighters 13 over PlayStation Now. He plays the game often over Steam, and offered the best sense of the game’s responsiveness when streaming: He said it looked and felt like it was a local, console version of the game. He even executed some of his favorite combos without issue. For fighting games, when frame counting and reaction times are key, this is impressive.


Filed under: Uncategorized Tagged: pc magazine, pcmag.com, PlayStation Now, review

Humus

Clustered Shading

March 24, 2015 10:21 PM

Game From Scratch

LibGDX Video Tutorial: 3D Part 1

by Mike@gamefromscratch.com at March 24, 2015 09:53 PM

 

In this tutorial we start looking at 3D game development using LibGDX.  We explore creating a Camera, Model, ModelInstance and look at the basics of working in 3D using LibGDX.

 

You can watch the tutorial in HD here or embedded below.  The following is the source used in this example.

 

The Source


package com.gamefromscratch;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g3d.*;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;

public class Demo3D extends ApplicationAdapter implements InputProcessor {
    private PerspectiveCamera camera;
    private ModelBatch modelBatch;
    private ModelBuilder modelBuilder;
    private Model box;
    private ModelInstance modelInstance;
    private Environment environment;
   
   @Override
   public void create () {
        camera = new PerspectiveCamera(75,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
        camera.position.set(0f, 0f, 3f);
        camera.lookAt(0f,0f,0f);
        camera.near =0.1f;
        camera.far = 300f;

        modelBatch = new ModelBatch();
        modelBuilder = new ModelBuilder();
        box = modelBuilder.createBox(2f,2f,2f,
                new Material(ColorAttribute.createDiffuse(Color.BLUE)),
                VertexAttributes.Usage.Position|VertexAttributes.Usage.Normal);
        modelInstance = new ModelInstance(box,0,0,0);
        environment = new Environment();
        environment.set(new ColorAttribute(ColorAttribute.AmbientLight,0.8f,0.8f,0.8f,1f));

        Gdx.input.setInputProcessor(this);
   }

   @Override
   public void render () {
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT|GL20.GL_DEPTH_BUFFER_BIT);

        camera.update();
        modelBatch.begin(camera);
        modelBatch.render(modelInstance,environment);
        modelBatch.end();
   }

    @Override
    public boolean keyDown(int keycode) {
        // In the real world, do not create NEW variables over and over, create
        // a temporary static member instead
        if(keycode == Input.Keys.LEFT)
            camera.rotateAround(new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), 1f);
        if(keycode == Input.Keys.RIGHT)
            camera.rotateAround(new Vector3(0f,0f,0f),new Vector3(0f,1f,0f), -1f);
        return true;
    }

    @Override
    public boolean keyUp(int keycode) {
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        return false;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        return false;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        return false;
    }
}

 

The Video


Gamasutra Feature Articles

Blizzard sues a studio that's suing a studio

March 24, 2015 09:11 PM

Will it matter if Heroes Charge rips off Soul Clash if Soul Clash infringes on the World of Warcraft IP? ...



Daybreak's H1Z1 is spreading fast, surpassing 1M sold

March 24, 2015 09:08 PM

The zombie survival game seems to be doing well for Daybreak, with more than a million copies sold since it launched on Steam's Early Access service in January. ...

Gaming the system: How we actually got more women making games

March 24, 2015 08:11 PM

"Nobody ever asks how to actually get more women making games, and being happy making games. It's a shame, because that's actually a question I'd have an answer for." ...

Get a job: Red 5 Studios seeks an Art Director

March 24, 2015 07:50 PM

Are you an experienced artist looking to take on a lead role? Firefall developer Red 5 Studios is on the hunt for a new art director at the studios' Irvine, CA offices. ...

Don't Miss: How Sony's Net Yaroze ignited indie console development

March 24, 2015 07:24 PM

This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world's earliest hands-on game dev programs. ...

PSA: Twitch may have been hacked, so change your passwords

March 24, 2015 06:43 PM

Heads up, game devs: Twitch thinks hackers may have breached its security, so it has reset all passwords and stream keys while disconnecting its users' YouTube and Twitter integrations. ...

Improbable nets $20M to keep developing virtual world tech

March 24, 2015 05:49 PM

London-based startup Improbable has raised $20 million from investment firm Andreesen Horowitz to fund its continuing efforts to develop better technology for creating and operating virtual worlds. ...

Supercell doubles its profits in 2014 thanks to F2P earners

March 24, 2015 05:13 PM

Finnish mobile game company Supercell claims profits doubled and revenue tripled in 2014 thanks to top F2P earners like Boom Beach and Clash of Clans. ...

Turning data into enemies: How we used Google Spreadsheets with Unity

March 24, 2015 04:50 PM

"We used Google Spreadsheets as our Content Management System (CMS). In this post I'll talk about how we've integrated those spreadsheets into our game development process." ...

Screen ecologies, 'multi-gaming,' and designing for different kinds of engagement

March 24, 2015 02:56 PM

"Rather than designing games meant to consume a player's entire attention, maybe its worth designing games to be slow, tedious or even boring. We think this can be attractive to players." ...

Standing out at an indie expo... On a budget

March 24, 2015 11:59 AM

"Top priority at an expo stand is visibility. I've written a blog about expo stands -- specifically our latest one, and these cool little lightboxes we made for it!" ...

Blog: The crunch question

March 24, 2015 09:00 AM

"Does crunching make a game better? Or is it just what it takes to make a game on time? Teams can work just as hard on a failure, or get extension upon extension and still ship a shit game." ...

How Dark Souls' multiplayer mechanics are invading other worlds

March 24, 2015 09:00 AM

What is it about how Souls games handle player invasions that made them so compelling? We talk to a few developers to explore why the mechanic is so exciting, and how they put their own spin on it. ...