Dinofarm Games explain why the demand for higher definition graphics have led them to abandon pixel art... over the course of a wonderfully explained, beautifully illustrated, and clearly demonstrated love letter to pixel art.
Louis Gorenfeld lovingly explores the mathematics and techniques behind early, pseudo-3D games. [more inside]
Writing for Rock, Paper, Shotgun, Alice O'Connor shares her favorite excerpts from her collection of the readme files included in game mods.
Jared Rosen offers a postmortem of GAME_JAM, a failed reality show about game development produced by Maker Studios and sponsored by Pepsi. Contestants Adriel Wallick, Robin Arnott, and Zoe Quinn also offer their perspectives.
Elizabeth Simins is an illustrator and a gamer. The latter wasn't always easy, though, which she illustrates in a four-part comic on growing up as a girl gamer.
In an ongoing effort to call out the PR tactic of silence which started with a focus on SimCity, Rock Paper Shotgun points out that after the public outcry, controversy, and an apology from Deep Silver which concluded "we want to reiterate ... how deeply sorry we are, and that we are committed to making sure this will never happen again", the special edition of Dead Island: Riptide which includes a statue of a woman's severed torso silently went on sale anyway. [more inside]
Video game character design is frequently questionable, but some designers don't like being questioned. Penny Arcade imagines equal opportunity questionability, while their reporter Ben Kuchera examines the broader issue.
"When we first started working on Dustforce, it was frustrating to not be able to find much data about whether indie game development is a realistic thing to do with your life." Hitbox Team helps remedy that for future designers in this article about the finances and sales of their game, Dustforce.
Illustrator Jed Henry and woodblock printmaker David Bull recently collaborated on a set of videogame-inspired woodblock prints in the ukiyo-e style. Just recently funded through Kickstarter, the prints are already underway. There are videos of the creative process here and at the bottom of the first link.
Ben Kuchera, a video games journalist who has written for Wired, Ars Technica, and now the Penny Arcade Report, discusses the seedy underbelly of Kickstarter promotion.
Even if you don't have a fondness for building-sized, stomping war machines, you might find this detailed interview and pictorial about the process of designing, from concept to texturing, a mech interesting.
Would you like to watch a moving work of art while you skate your face right off your head? Zineth is a completely free student game, available on Mac and PC.
"Two days ago I purchased one of only two Nintendo PowerFest 94 cartridges known to exist. The purchase took 74 emails, 27 months, 6 phone calls, 5 failed meeting attempts, 1 sack of cash, and some additional twists and turns to finally complete."
The Court of Justice of the European Union has ruled that people can resell used software licenses. Rock, Paper, Shotgun speculates about what this will mean for gaming, an industry which has embraced digital distribution wholeheartedly.
Curt Schilling, a former Major League Baseball pitcher, retired with an eye toward making games. His 38 Studios bought Big Huge Games, some big-name talent, and got started with Kingdoms of Amalur... with the help of a $75 million guaranteed loan from the state of Rhode Island (not without controversy). The game was good but not great and sales were likewise good but not great. Not great enough to cover the payments on a $75 million loan, anyway, not to mention payroll, and Rhode Island is likely on the hook.
Jim Rossignol, of Rock, Paper, Shotgun, explores the strange beauty at the edges and behind the scenes of video games. The article uses images from artist Robert Overweg. [more inside]