How to better design your game communities for kindness

At GDC Summer this week Kitfox comms director Victoria Chan offered up five rules for being a better community manager and five steps you can take to build kinder, cozier communities. ...



Leveraging physical animation to sell Force powers in Jedi: Fallen Order

Every Star Wars fan has dreamed of being a Jedi. But what is it about becoming a monk-like guardian of peace and justice that's so damn appealing? It's force powers. The answer is always force powers. ...



Blog: Five secrets of game art direction

Getting the art of your game right is a big part of creating something successful, but it isn't easy. In this post, I reveal five lessons I've learned from managing art teams over the past decade. ...



Mobile developer Big Run Studios nets $5.25 million to expand operations

Mobile developer-publisher Big Run Studios has netted $5.25 million in seed funding, meaning it has raised a total of $6.6 million to date. ...



Blog: The value trap of free-to-play design

Free-to-play design has attracted many gamers and developers to it for its low cost of entry. Today, we're going to talk about the cost that keeps people playing them to the point of manipulation. ...



Final Fantasy VII Remake surpasses 5 million digital sales and shipments

Final Fantasy VII Remake has shipped and digitally sold over five million copies worldwide, according to Square Enix. ...



Five tips for making better loot experiences in games

In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too. ...



How Teamfight Tactics was designed to target former League of Legends players

At GDC Summer, Teamfight Tactics design lead David Abecassis broke down how Teamfight Tactics was designed to appeal to League of Legends players who've drifted off from high-level play. ...



Inside the twisting, turning development of Hardspace: Shipbreaker

At GDC Summer Blackbird Interactive†™s Rory McGuire and Elliot Hudson reveal how the studio came up with a great original game idea and, through some hard pivots, turned it into Hardspace: Shipbreaker. ...



A data-driven primer for publishing agreements

"I've realized that developers are at a two fold informational disadvantage: First, they don†™t know what key publishing terms mean and second developers don†™t know what is standard and what is not standard.† ...



Zynga to acquire prolific hyper-casual game studio Rollic for $168 million

Zynga has entered into an agreement to acquire Rollic, the Istanbul-based hyper-casual mobile game developer behind games like Go Knots 3D and Tangle Master 3D. ...



Using emotion to drive social play in Sky: Children of the Light

Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light.  ...



AbleGamers enlists Ryan Reynolds to highlight its mission, call for donations

"They†™ve helped thousands and thousands of people all around the world as an international charity," explains Reynolds. "But there are still thousands of more people that are waiting to get equipment that they desperately need." ...



Using procedural destruction to unleash chaos in Control

Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.'  ...



King's Sabrina Carmona offers practical tips to get more women leaders in games

†œIf you are in a leadership role and you are responsible for building teams like me, you have to play your part in this,† Carmona told GDC Summer attendees. †œBecause you actually have the power." ...