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September 20, 2020
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Updates » Design
Blog: Designing a thrilling enjoyable arcade experience for VR  
by Gamasutra Community [09.18.20]
Game design student Vincent Trinel takes a deeper look at the design of virtual reality game, Quash.
VR, Design

Don't Miss: The evolutionary process of building Rayman Origins 4
by Staff [09.18.20]
Rayman and Beyond Good & Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start and why he just can't get enthusiastic about the Mario series.
Console/PC, Art, Design

Video: Preventing online harassment in games by studying social media's failures  
by Staff [09.18.20]
In this 2020 GDC session, the ADL's Daniel Kelley discusses how online games can learn from the mistakes of traditional social media to fight hate, discrimination, harassment, and extremism.
Console/PC, Design, Video

Blog: Rules for a future-proof 2D render order 1
by Gamasutra Community [09.18.20]
This guide explains how to set up the render order of your 2D (side-scrolling) game in a future-proof way. Some of it is specific to Unity, but most tips should be helpful regardless of engine.
Art, Design

Directing The Outer Worlds' first narrative expansion The Peril on Gorgon  
by Bryant Francis [09.18.20]
The Peril on Gorgon game director Carrie Patel shares some insight on developing DLC for The Outer Worlds.
Console/PC, Design, Production

Don't Miss: Inside the development of Supergiant Games' Hades  
by Bryant Francis [09.17.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Indie, Design

Blog: Game composers and the importance of themes - Part 4  
by Gamasutra Community [09.17.20]
The fourth entry in a five-part series based on composer Winifred Phillips' talk at GDC 2020 in March covering the importance of themes.
Audio, Design

Don't Miss: The challenges BioWare faced designing Mass Effect 3 17
by Kris Graft [09.16.20]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Design

Blog: The hidden art of pacing - Part 3  
by Gamasutra Community [09.16.20]
How narrative systems bridge the gap between writers and designers, assisting in translating movies to games and merging story and gameplay structures.
Console/PC, Design

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [09.15.20]
"Spelunky may be another example of why imminently-attainable and generous rewards aren't always the ideal recipe for design success."
Console/PC, Indie, Design

Video: Designing social play for Sky: Children of Light  
by Staff [09.15.20]
In this 2020 GDC talk, thatgamecompany's John Hughes shares social design lessons from Sky: Children of the Light.
Console/PC, Design, Video

Blog: A deep dive into Dwerve's dynamic 2D lighting 1
by Gamasutra Community [09.15.20]
In this article, I explain how we added 2D dynamic lighting to our 2D Unity game called Dwerve.
Art, Design

Asobu launches support initiative to help Japan's indie scene flourish  
by Chris Kerr [09.15.20]
Japanese independent game developer community Asobu has launched a new initiative to nurture and support the country's indie scene.
Design, Production, Business/Marketing

Blog: A King of Cards: Joustus deep dive - Part 1  
by Gamasutra Community [09.15.20]
What’s up, design devotees? With King of Cards' one-year anniversary right around the corner, we thought it would be festive to finally tell the tale of how Joustus came to be.
Design

Building AI to fight to the beat in roguelike shooter BPM: Bullets Per Minute  
by Gamasutra Community [09.15.20]
As the game launches on PC, we sit down with developers Awe Interactive find out how AI design and level generation are built to support this rhythm-focused first-person shooter.
Programming, Design

Don't Miss: The long shadow of Super Mario Bros. 3
by Staff [09.14.20]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 35st birthday this month, and contrasts it with Super Mario Maker.
Programming, Design

Video: Unearthing Japanese arcade history for historical preservation  
by Staff [09.14.20]
Learn about the adventures into rural Japan that helped Brandon Sheffield and his colleagues preserve a number of great games from Japanese arcade history.
Console/PC, Design, Video

Blog: The road to Ruinarch - Part 2  
by Gamasutra Community [09.14.20]
A follow up to my original post on launching Ruinarch in which I share some week one and two sales numbers.
Console/PC, Design, Business/Marketing

Blog: Designing non-violent games 1
by Gamasutra Community [09.14.20]
Designing non-violent games feels like we're beginning the race well behind the starting line. This article will outline solutions to solve that problem.
Design

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [09.11.20]
Our Agoura Hills studio is looking for a Camera Designer to design and implement game cameras that make players feel like they are part of the action. 
Console/PC, Design, Recruitment