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May 26, 2018
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Updates » Design
Blog: How to create a terminal system in UE4 2
by Gamasutra Community [04.10.18]
In this post we explain how the terminal and puzzle systems, which are the core mechanics in our game Tartarus, work.
Programming, Design

Game makers share some of their favorite dev 'hacks' 1
by Alex Wawro [04.09.18]
Vlambeer's Rami Ismail posed a fun question on Twitter this morning: "What is your favorite or most surprising 'hack' solution to a game development problem you've personally used or implemented?"
Console/PC, Indie, Programming, Design

Witness dev offering grants of up to $20k to indie puzzle designers  
by Alissa McAloon [04.09.18]
The team is looking to offer grants of up to $20,000 to three to six designers from traditionally underrepresented groups.
Indie, Design

Blog: Gameplay setbacks as a tool for creating impactful moments 1
by Gamasutra Community [04.09.18]
How gameplay setbacks can be used to create meaningful and memorable moments of growth for players.
Design

Blog: The importance of knowing your inheritance, as a game dev 5
by Gamasutra Community [04.09.18]
Game dev Soren Johnson (Offworld Trading Company) writes about why it's important for game makers to understand what their work inherits from the past.
VR, Console/PC, Smartphone/Tablet, Indie, Design

Video Game Deep Cuts: A WiLD eSports Mario Approaches  
by Gamasutra Staff [04.07.18]
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'We had to scramble': Devs reflect on the making of Divinity: Original Sin 2 1
by Alex Wawro [04.06.18]
"Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," studio founder Sven Vincke told PCGamer in a new postmortem feature.
Console/PC, Indie, Design

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Don't Miss: What can game designers learn from the original Legend of Zelda? 69
by Mike Stout [04.06.18]
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

V&A Museum to highlight game design innovations in coming exhibit  
by Alissa McAloon [04.06.18]
The museum will be hosting an exhibit that seeks to explore recent evolutions in game design innovations and their growing impact on players and communities.
Indie, Design

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Blog: Here's an easy way to improve lerp smoothing 10
by Gamasutra Community [04.06.18]
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
Programming, Design, Production

Reel Talk: A taxonomy of fishing mini-games 11
by Gamasutra Community [04.06.18]
"Fishing is probably the most common mini-game in gaming history," writes game dev Davide Aversa. "How can we classify them? Can we create something new?"
Console/PC, Smartphone/Tablet, Indie, Design

How Square struggled to fit Mario into an RPG for Super Mario RPG 1
by Alex Wawro [04.05.18]
"We didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap," said director Chihiro Fujioka in newly-translated interviews from 1995.
Console/PC, Design

Video: Nuke Possum Springs - A Night in the Woods postmortem  
by Staff [04.05.18]
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design, Production, Video

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [04.05.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Ubisoft to prioritize 'toxicity management' in Rainbow Six: Siege  
by Chris Kerr [04.05.18]
Ubisoft wants to stamp out toxicity from its popular online shooter Rainbow Six: Siege, and will be tackling the issue head on over the coming years.  
Console/PC, Design, Business/Marketing

Blog: The four basics of open world storytelling  
by Gamasutra Community [04.05.18]
Open worlds and sandboxes are scary places for narrative designers. Whatever your mechanics may be, adhering to these four basic mantras will help players better engage with and understand your story.
Design

Helping players relate to the heroine of Night in the Woods 1
by John Harris [04.05.18]
In the wake of an IGF Award win, read Night in the Woods co-creator Scott Benson's thoughts about why its feline heroine Mae feels real and relatable to an audience that has latched on to the game.
Console/PC, Indie, Design, Video