Developers' Top 5 games of 2014: Benjamin Gifford
"While I see no end to consoles, 2014 shows that mobile technology is the future. People want to play exciting and rich games at a moment's notice, anywhere, anytime." ...
"While I see no end to consoles, 2014 shows that mobile technology is the future. People want to play exciting and rich games at a moment's notice, anywhere, anytime." ...
"Plague, Inc.'s gameplay was so riveting that I started shouting murderous taunts at countries and gleefully anticipating the deaths of billions." ...
"Scraps uses multiple crosshairs -- one primary one and one more for each weapon -- to give players a better idea of what their weapons might actually hit." ...
A how-to guide on how AI behavior trees work -- written in response to the lack of concrete info out there, gleaned from development on Project Zomboid. ...
The GDC Play emerging dev area returns and 'Best in Play' awards will once again be given during GDC 2015 in San Francisco, with 8 winners getting GDC 2016 passes. ...
Making a definitive "best of" is impossible, thanks to the diversity of games. But Gamasutra's small staff, naturally, played a lot of games this year, and we all have strong opinions about the ones we loved. ...
"While the inspector provides an easy way for programmers and designers to easily edit gameplay elements, it does so at the cost of code encapsulation. This post suggests a simple, built-in solution." ...
Nicky Case and Vi Hart talk to Gamasutra about Parable of the Polygons, an interactive article to show how small personal discriminatory bias can lead to a large general bias. ...
Nicky Case and Vi Hart talk to Gamasutra about Parable of the Polygons, an interactive article to show how small personal discriminatory bias can lead to a large amount of segregation. ...
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the ubiquity of maps in modern games to the secret storyline of Hatoful Boyfriend. ...