Don't Miss: How to get your game covered by YouTubers
Gamasutra editor Mike Rose returned to GDC Europe this year to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk. ...
Gamasutra editor Mike Rose returned to GDC Europe this year to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk. ...
Data culled from a recent survey conducted by the International Game Developers Association suggests that most developers would choose to work at Valve over any other company, even their own. ...
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March. ...
After making a splash with his blog post "Why I've said goodbye to mobile in favor of PC," Archmage Rises dev Thomas Henshell explores where his game came from and where it's going. ...
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics. ...
Developer Chris Chung shows you his workflow for creating the Katamari-inspired toon-shaded visuals for indie hit Catlateral Damage. ...
A quick-and-dirty but informative and interesting interview with the lead developers behind open-source, community-developed game Battle for Wesnoth about how that all works. ...
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best. ...
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games. ...
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will. ...