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October 22, 2019
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Updates » Design
Don't Miss: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [10.22.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design

GDC YouTube Top 5: No More Robots' Mike Rose  
by Kris Graft [10.22.19]
In this monthly series we invite brilliant people from the game industry to curate their top 5 videos from the GDC YouTube archive. This month: Mike Rose of Hypnospace Outlaw publisher No More Robots.
Console/PC, Indie, Design, Business/Marketing, GDC

Blog: Pursuing playability - Part 1  
by Gamasutra Community [10.22.19]
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Console/PC, Design

Blog: How commercial games are designed to develop players' skills  
by Gamasutra Community [10.22.19]
Through interviews with developers behind commercial titles including Borderlands, Porta, and Tomb Raider, this post explores how such games are designed to exercise certain skills in players.
Design, Business/Marketing

Paring down the elegant control scheme of Sayonara Wild Hearts  
by Diego Arguello [10.22.19]
Simon Flesser of Simogo outlines how his team kept controls simple, and resisted the temptation of over-complication, when designing the controls of the gorgeous action game Sayonara Wild Hearts.
Console/PC, Smartphone/Tablet, Indie, Design

Video: How changing Halo 3's sniper rifle fire rate by 0.2 seconds changed the game  
by Staff [10.21.19]
In this classic 2010 GDC talk, Bungie's Jaime Griesemer discusses the decision to change the reload of Halo 3's sniper rifle from .5 to .7 seconds -- and its surprising ramifications.
Console/PC, Design, Video, Vault

Don't Miss: 7 influential immersive sims that all devs should play 5
by Richard Moss [10.21.19]
Gamasutra checks in with some devs from around the industry to highlight some key games in the genre that all developers should study, in an effort to understand the strengths of the immersive sim.
Console/PC, Indie, Art, Audio, Design

Key design lessons devs can learn from The Church in the Darkness  
by Bryant Francis [10.21.19]
Here's how morality, reliability, and "choices per second" influenced the design of The Church in the Darkness.
Console/PC, Design

Video Game Deep Cuts: Fortnite's End In Jedi's Order 1
by Gamasutra Staff [10.19.19]
This week's highlights include the end (and resurrection) of Fortnite, an early look at Star Wars Jedi: Fallen Order, plus games from Manifold Garden to Killer Queen Black & Disco Elysium.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Get a job: Insomniac Games, Deep Silver Volition, and more are hiring now!  
by Staff [10.18.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Art, Design, Production, Recruitment

Building a basic story bible for your game  
by Bryant Francis [10.18.19]
Ubisoft Massive lead writer Anna Megill shares explains how to build a story bible for your game that can help communicate core narrative elements to the rest of your team.
Console/PC, Design

Downscaling, upscaling, same-scaling: Porting to Switch and under-powered consoles 2
by Andrew King [10.18.19]
We chatted with some of the top porting houses and the author of Arcade Perfect to find out the current state of porting games to Nintendo's immensely popular Switch.
Console/PC, Indie, Programming, Design, Production

Making beautifully personal games with Nina Freeman - GDC Podcast ep. 3  
by Kris Graft [10.17.19]
Nina Freeman is a designer at Tacoma developer Fullbright, and is also known for making intensely personal games like Cibele. She joined us to talk about how she takes autobiographical topics and turning those into brilliantly evocative games.
Indie, Design, Podcast, GDC

Sponsored: Learn how to plan for performance and scale for multiplayer games in a free webinar  
by Staff [10.17.19]
Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost in this one-hour webinar!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Blog: My three year journey to create Don't Give Up 5
by Chris Kerr [10.17.19]
I spent three years making my first commercial game, a 7-hour RPG that told a very charming and personal story. In this blog, I reflect on my efforts from start to finish.
Programming, Design, Production

Video: Tuning the Halo plasma rifle's muzzle velocity on Legendary difficulty  
by Staff [10.17.19]
In this classic 2011 GDC talk Bungie's Jaime Griesemer dives into the nitty-gritty decisions of tuning one particular gun across the Halo series' many games (on the hardest difficulty mode, no less!)
Console/PC, Design, Video, Vault

Don't Miss: A 2012 look at the creation and launch of Alan Wake's American Nightmare 13
by Staff [10.17.19]
Matias Myllyrinne talks about bouncing back from the surprise slump of the original Alan Wake with American Nightmare -- an Xbox Live Arcade title with shifts in tone designed to win an audience unconvinced by the original.
Console/PC, Design, Business/Marketing

Red Thread Games' methods for story-centric game design  
by Bryant Francis [10.17.19]
Red Thread Games creative director and co-founder Ragnar Tørnquist discussed the methods the company uses to make unique storytelling games.
Console/PC, Design

Blog: A UI development diagram for Unity  
by Gamasutra Community [10.17.19]
What to do when you lose hope with Unity UI? Dozens of projects with Unity UI in mobile and console platforms taught me what I will share with you in just a few minutes.
Design, Production

Designing for disaster in Finji's Overland  
by Bryant Francis [10.17.19]
Game designer and Finji co-founder Adam Saltsman discusses some of the design ideas that brought Overland to life.
Console/PC, Design