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August 25, 2019
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Updates » Design
Check out Opus Magnum dev Zachtronics' entire game design history for free  
by Chris Kerr [06.18.19]
Here's something neat! You can now grab SpaceChem and Opus Magnum developer Zachtronics' complete game design history without spending a dime.
Console/PC, Design, Business/Marketing

Blog: A tool for game accessibility and depth analysis - Part 3  
by Gamasutra Community [06.18.19]
This is the final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method.
Design, Production

Live, die, repeat: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [06.18.19]
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, Video

Get a job: Cold Iron Studios is looking for a Senior World Builder  
by Staff [06.17.19]
Cold Iron is seeking an experienced Sr. World Builder to join it in creating a shooter set in the Alien universe for consoles and PC.
Console/PC, Design

Blog: A tool for game accessibility and depth analysis - Part 2 2
by Gamasutra Community [06.17.19]
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.
Design, Production

How Media Molecule designed a fun and robust toolset for Dreams  
by Jack Yarwood [06.17.19]
Media Molecule's hugely ambitious creation engine, Dreams, would be nothing if the tools of creation weren't fun to use. Here's how the studio designed a toolset worthy of play.
Console/PC, Design, Video

Video Game Deep Cuts: E3, E3, E3 (and some Non-E3!)  
by Gamasutra Staff [06.14.19]
This week's roundup is E3-packed, including discussion of best games, Nintendo, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: 9 takeaways of Duelyst's journey from tabletop to digital game  
by Staff [06.14.19]
In this 2017 GDC talk, Counterplay Games' Eric Lang & Keith Lee reflect on the development of Duelyst, share lessons learned and explain how it went from a boardgame prototype to a digital card game.
Console/PC, Indie, Design, Video, Vault

Brenda and John Romero's Empire of Sin is an emergent narrative gangster flick  
by Bryant Francis [06.14.19]
Empire of Sin, Romero Games' take on 1920s turn-based tactics, has some interesting emergent narrative and gameplay elements not typical to the strategy genre.
Console/PC, Design, E3

Blog: Four decades of advergames 6
by Gamasutra Community [06.14.19]
Veteran programmer Herman Tulleken looks at highlights from the history of advergames.
Design

Blog: Tips and tricks for managing open game development  
by Gamasutra Community [06.14.19]
More and more indies are allowing players to have a say about game updates. Maybe you decided to do this as well, so here are some tips and tricks I learned from my own experience with open game dev.
Design, Production

Q&A: Writing new characters, new worlds in Obsidian's The Outer Worlds 2
by Kris Graft [06.14.19]
Megan Sparks, senior narrative designer at Obsidian, gives us a rundown of how she creates the characters and worlds of The Outer Worlds.
Console/PC, Design, E3

Cyberpunk designer says CDPR is working on transgender character options
by Bryant Francis [06.13.19]
CD Projekt Red lead quest designer Mateusz Tomaszkiewicz says that the team hopes the still-in-progress character creator will allow for a broader range of gender expression for Cyberpunk.
Console/PC, Design, E3

Video: 5 more game design techniques from rather clever devs  
by Staff [06.13.19]
In this 2018 GDC talk game designers Richard Rouse III, Erin Hoffman-John, Soren Johnson, Raph Koster, Josh Sawyer, and Stone Librande share unique game design rules they've used in their work.
Console/PC, Indie, Design, Video, Vault

In-depth: A tool for game accessibility and depth analysis 5
by Gamasutra Community [06.13.19]
Game industry veteran Tobias Karlsson (Battlefield 1942, Star Wars 1313, Days Gone) offers a method for viewing, analyzing, and comparing depth and accessibility of games.
Design

Video: How cheating and making player life easier helped Dead Cells shine  
by Staff [06.12.19]
In this 2019 GDC talk, Motion Twin's Sebastien Benard provides a closer look at how cheating and making player life easier actually made Dead Cells a hardcore game without the rage-quitting.
Indie, Design, Video, Vault

Don't Miss: Designing Zelda: Breath of the Wild's unconventional mechanics  
by Staff [06.12.19]
At GDC 2017, some of the lead developers on Nintendo's The Legend of Zelda: Breath of the Wild talk earnestly about how (and why) they designed the game's convention-breaking systems and mechanics.
Console/PC, Design

Breath of the Wild sequel partially inspired by Red Dead Redemption 2 1
by Chris Kerr [06.12.19]
Zelda producer Eiji Aonuma revealed the team working on the follow-up to Breath of the Wild have been playing a lot of Red Dead Redemption 2.
Console/PC, Design, Production, E3

Video: Inside the theme-oriented design of Phantom Doctrine  
by Staff [06.11.19]
In this 2019 GDC session, Artificer's Kacper Szymczak explores ways of thinking and step-by-step guides on how to effectively flesh out games based on the themes you're trying to explore.
Indie, Design, Video, Vault

Blog: Level design patterns in 2D games 5
by Gamasutra Community [06.11.19]
This post discusses six common level design patterns present in 2D videogames that we found from analyzing over thirty 2D games.
Design