Studios can 'suffer' on the stock market: Hitman dev IO Interactive says independence brought stability ~games Article 723 words 21 votes
Pieces Interactive, the Embracer-owned studio behind the recent Alone in the Dark remake, has seemingly shut down ~games Article 275 words 7 votes
Embracer cut ties with more than 4,500 employees and cancelled eighty projects, reducing its headcount by 27% in twelve months ~games Article 530 words 28 votes
Architecture in video games: Designing for impact ~games Article 4334 words, published Oct 12 2015 7 votes
Keep your numbers off of me: Why tournaments support better communities than ladders ~games Article 2917 words 12 votes
Epic Games paid developers about $11.7 million for the games they gave away for free on the Epic Store from December 2018 to September 2019 ~games Article 545 words 14 votes
A look back at the storied history of action RPG Torchlight with lead developer Max Schaefer and composer Matt Uelmen ~games Article 2541 words 4 votes
Crafting the score for Ori and the Will of the Wisps - Interview with composer Gareth Coker ~games Article 4729 words 5 votes
Eastshade postmortem - A look back at the five-year development of the open-world adventure where you play as a traveling artist ~games Article 5801 words 9 votes
Pack-ratting in video games: How can developers encourage or discourage players from hoarding? ~games Article 4014 words 7 votes
Designing Manifold Garden's believably unbelievable world and puzzles ~games Article 2105 words, published Jan 13 2020 9 votes
Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds ~games Article 1692 words 5 votes
Permadeath as a game mechanic in a survival horror: the Song of Horror case ~games Article 1677 words 6 votes
Designing River City Girls' approachable, challenging brawling ~games Article 3088 words, published Oct 11 2019 4 votes
Rimworld, Dwarf Fortress, and procedurally generated story telling ~games Article 2077 words 11 votes
Inside the narrative design of Control, Remedy Entertainment's least linear game ~games Article 1649 words 6 votes
Deep learning for pattern recognition in movements of game entities ~games Article 2303 words, published Jun 27 2019 4 votes
From The Witcher 3 to Cyberpunk: The evolution of CD Projekt Red's quest design ~games Article 2511 words 6 votes
Dissecting the development of Dwarf Fortress with creator Tarn Adams ~games Article 2739 words 7 votes
Designing the linguistic and translation mechanics in Heaven's Vault, a game about science fiction archaeology ~games Article 1543 words 8 votes
CD Projekt Red releases 2018 financials - spent heavily on R&D as a whole, including GOG.com profiting only $7800 on $34.5M in revenue ~games Link 16 votes
Graveyard Keeper: How the graphics effects are made ~games Article 1440 words, published Oct 23 2018 8 votes
Flaws of an undead genre - What's wrong with point and click adventures? ~games Article 3013 words 9 votes
Videogame developers are leaving the industry at an unprecedented pace: Gamasutra asks "Why?" ~games Article 3852 words 14 votes