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August 13, 2020
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Updates » Deep Dive
Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 11
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Console/PC, Indie, Audio, Design, Exclusive, Deep Dive

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle Hkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 18
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive, Deep Dive

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 18
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive, Deep Dive