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August 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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What live game developers can learn from studying urban planning 1
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Design, Production, Console/PC, Indie, Social/Online

EA, Unity, Epic, and others unite to promote best practices for HDR 1
by Alissa McAloon [08.17.18]
A number of key game industry players have teamed up under the HDR Gaming Interest Group with the goal of streamlining high dynamic range practices across game development as a whole.

U.S. judge blocks sale of GTA Online cheat programs  
by Chris Kerr [08.17.18]
A U.S. federal judge has sided with Grand Theft Auto publisher Take-Two by issuing a preliminary injunction to prevent a Georgia resident from selling cheat programs for GTA Online.
Business/Marketing, Console/PC

How EVO helps devs tune and test their fighting games  
by Aron Garst [08.16.18]
“Evo players can break a game down faster than anyone," Arc System Works' Toshimichi Mori tells Gamasutra. "They can jump in and do the combos that others would need days to learn."
Design, Console/PC, Indie

Steam's content-driven freeze on game approvals expected to last for months 4
by Alissa McAloon [08.16.18]
Devs first noticed that Valve was delaying the approval of some games for release on Steam last month. Now, those delays are yet on-going and will likely still last for months.

Worldwide PlayStation VR sales have topped 3 million  
by Chris Kerr [08.16.18]
Sony has sold-through over 3 million PlayStation VR headsets worldwide since launching the device back in October 2016. 
Business/Marketing, Console/PC

How Neopets has influenced a generation of game developers  
by Emma Kidwell [08.15.18]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Design, Art, Console/PC, Indie

China has quietly stopped approving new games for release  
by Alissa McAloon [08.15.18]
The freeze takes the typically complicated task of releasing a game in China from difficult to legitimately impossible following government restructuring efforts.
Console/PC, Social/Online, Smartphone/Tablet

Mastering the road ahead: How urban planning can inspire your game updates. 1
by Maxence Voleau [08.16.18]
How we experience cities can provide meaningful insights into game balance, managing content and onboarding when updating games.
Design Production Console/PC Social/Online

Postmortem: Black & White Bushido, the stealth-em-up arena brawler  
by Anil Mistry [08.16.18]
We have released Black & White Bushido on PC, PS4 and Xbox One. In autumn 2018 we will release the game on Nintendo Switch, but first we wanted to take a look at what we have learnt so far on our journey, what went right and what we would do differently.
Business/Marketing Design Production Art Console/PC Indie

What are we talking about when we talk about systemic narrative. 7
by Victor Sanchez [08.15.18]
What is Systemic Narrative and how it can improve current narrative approaches?
Design Programming Console/PC Indie

Five Tips for VR/AR Device-independent Unity Projects  
by Jonathan Linowes [08.15.18]
How does a Unity developer “create once, build many” while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services? At Parkerhill, we came up with a set of best practices that work for us.
Programming Console/PC Smartphone/Tablet VR

The Dangers of the Echo Chamber Effect on Game Development 2
by Josh Bycer [08.13.18]
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Business/Marketing Design Production Console/PC Indie

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