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April 21, 2018
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Updates » Design
The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Console/PC, Design, Video

CCP chief: EVE dev's move to leave VR due to risk, not loss of faith  
by Emma Kidwell [04.20.18]
In an interview with Rock Paper Shotgun, Hilmar†Veigar Pťtursson discusses why CCP Games pulled out of VR development.
VR, Design

Blog: How the Rubik's Cube inspired a laid-back Atari puzzler  
by Gamasutra Community [04.20.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!
Design

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Console/PC, Design, Video

Create your own cardboard controllers with free 'gambi_abo' blueprints  
by Chris Kerr [04.20.18]
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind.†
Console/PC, Design

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by Jo„o Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Jo„o Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive

Thanks to a cosmetic change, Epic accidentally rebalanced Fortnite's shotguns 12
by Alissa McAloon [04.19.18]
Epic Games decided to change the rarity ranking of Fortnite's in-game shotguns, and the result was an unprecedented change in how each weapon was used.
Console/PC, Social/Online, Design

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Console/PC, Indie, Design

Blog: Designing countermoves in PvP games  
by Gamasutra Community [04.19.18]
As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves -- emergent solution to specific problems.
Design

Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Console/PC, Indie, Design

How the West was fun: Have a look at West of Loathing's design doc 3
by Alex Wawro [04.18.18]
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a†public design doc†for a comedy†RPG set in a Wild West populated entirely by stick figures.
Indie, Design

Into the Breach's designers explain how to follow up from a hit game  
by Bryant Francis [04.18.18]
The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game.
Console/PC, Design, Video

How psychological experiments influenced the design of Vault 11 in Fallout: New Vegas  
by Emma Kidwell [04.18.18]
Former Obsidian Entertainment designer Eric Fenstermaker discusses how Vault 11 was designed in Fallout: New Vegas.
Console/PC, Design

Don't Miss: What is your game actually about? 8
by Staff [04.18.18]
In this reprint from the February 2010 issue of GD Mag, Civilization IV lead Soren Johnson talks about the difference between a game's "theme" and its "meaning."
Design

Blog: Breaking down the technologies of Civilization 2
by Gamasutra Community [04.18.18]
Why Not Games programmer and designers breaks down the various technologies present in Civilization.
Design

Blog: Creating a hard AI for Terra Mystica 1
by Gamasutra Community [04.18.18]
Digidiced has been trying to produce a hard AI for Terra Mystica using machine learning, but our results have been a lot less impressive than we were hoping for.
Programming, Design

Chat with the developers behind Into the Breach at 3PM EDT  
by Bryant Francis [04.18.18]
We're chatting with the minds who brought you Into the Breach at 3PM EDT. Come by and ask questions!
Console/PC, Design, Video

Blog: Analyzing Dead by Daylight's emblem system  
by Gamasutra Community [04.18.18]
I wanted to analyze Dead by Daylight's emblem system, a recently released scoring system which aims to redefine how players succeed in the game.
Console/PC, Design

Video: How the classic arcade game NBA Jam was designed  
by Staff [04.17.18]
Learn about the development of NBA Jam in this 2018 GDC session postmortem.
Console/PC, Design, Video

Devs can now pitch crowdfunded games based on D&D co-creator's unpublished work 3
by Emma Kidwell [04.17.18]
Fig partners with the Gygax Trust to develop co-creator of Dungeons & Dragons Gary Gygax's unreleased work into video games by putting a call out for interested devs.
Console/PC, Design, Business/Marketing