Programming 'promises' for game development
"Promises are a design pattern to structure asynchronous code and smooth over the complexities of running sequences of (dependent) asynchronous operations."
Shadow play: On Feist coming back from the dead
We talk to Bits and Beasts about their soon-to-be-released Feist
, and the challenges of spending six years developing the same game.
TeacherGaming mods Minecraft to teach basic coding skills
After testing it out in classrooms, modder Daniel Ratcliffe and the educators at TeacherGaming have released a mod for Minecraft
that adds programmable turtle robots to teach kids to code.
Get a job: Red 5 Studios seeks a UX/UI Designer
developer Red 5 Studios is looking for an experienced UX/UI designer join the team at the studios' Irvine, CA offices and work on functional/visual design of in-game assets.
Video: Making games about rich experiences, not addiction
At the GDC 2014 'Rant Apocalypse" session, academic and author Heather Chaplin delivers an argument against game developers modelling the games they make to take advantage of addictive behavior.
Mojang taps its mobile codebase to put Minecraft on Windows 10
The upcoming Minecraft
for Windows 10 basically "is" the mobile (C++) version of the game, according to a developer, rather than the Java-based version that's currently available for PC platforms.
8 key VR takeaways from a chat with Oculus' CEO
Gamasutra editor-in-chief Kris Graft spoke with Brendan Iribe, CEO of Oculus VR to gauge where VR is today, and what's in store for the future inside and outside of games.
Don't Miss: An in-depth look at good composition in level design
In this timeless blog, a veteran FPS dev takes a deep look at what goes into creating levels with a sense of visual composition -- and how you can guide players to experience your gameplay best.
"Iíve been working in Production for 5 years now. Over this time Iíve learnt a lot of lessons, been intrigued by a few fads, and butchered SCRUM more ways than I can count."
Obituary: Exidy founder Pete Kauffman
Gamasutra has learned that H.R. "Pete" Kauffman, the founder of long-time arcade game company Exidy, passed away last week. He is survived by his wife, daughter and grandchildren.
Procedural level generation in The Dungeoning
Tips and tricks for creating a procedural 2D level generator from a dev of a game who's already done it: "this blog addresses the methods I used, warts íní all."
Star Citizen developer Cloud Imperium opens new German studio
Cloud Imperium Games, the independent game company co-founded by Chris Roberts in 2012, has opened a new office in Frankfurt, Germany as it continues crowdfunding development of its ambitious space sim Star Citizen.
Survey: Sweden and the UK are Europe's top game development hubs
European developers responding to the GDC Europe 2015
State of the Industry survey say Sweden is making the best games in Europe right now, with the UK, Germany and Finland close behind.
Adventures in black and white: Developing and showing off Missing Translation
was developed by a small global team and has had some success in local events. Here's the story of a small, dedicated development team collaboration, and how it's done.
Using guinea pig games to size up Apple's new App Analytics
"With regard to our little guinea pig experiment, itís safe to say that Appleís new App Analytics provide valuable information that no other tool can provide."
Next-gen cel shading in Unity 5
"With the arrival of Unity 5, itís never been so easy to get high quality visuals in our game. In a small amount of time we Ďhackedí the new Unity Deferred pipeline to completely change our visual style."
Segmentation for mobile game developers
"Push Notifications are a great way to (re-)engage with users and reward those who have been very loyal or entice those who haven't played in a while to come back and rejoin the gameplay."
Examining organic tutorials
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Making design tools in Unity: Creating WorldShape
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Epic Games leads GDC Europe's lineup of great sponsored talks
Passes for GDC Europe 2015
are still available at a discounted Early Bird rate, and as the show draws nigh we're debuting a pair of sponsored sessions on UE4 and PowerVR that you'll want to check out.
Blog: Letting our differences bring us together
A rumination on games that satisfy different people: "I thought about other games I wished I could enjoy with my wife, who prefers a more methodical and thoughtful approach than I usually take."
Blog: Mobile free-to-play games are not evil
"Itís very common to hear from developers how evil, hurtful or abusive mobile games are. I donít think most of the comments reflect the reality."
Mod Mentality: How Tabletop Simulator was made to be broken
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
'Indiependence Day' promotion shines light on dev struggles
Indie dev consultant Dan Adelman has launched a campaign to help indies sell more games over the U.S. upcoming holiday weekend -- at full price.
The best in Japan: CEDEC shares 2015 award nominees
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV
. It's a peek into how Japan's industry works.