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November 18, 2019
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Updates » Design
Now's the time to submit your best Design talk ideas for GDC 2020!  
by Staff [08.08.19]
If you have a great idea for a talk that would fit in well with the Design track at GDC 2020 in March, organizers want to hear it -- before submissions close next Thursday, August 15th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: Avoiding helplessness - The worst feeling in games 7
by Gamasutra Community [08.08.19]
Nobody likes feeling powerless, especially in video games. If your game makes players feel this way they will often simply put it down and play something else instead. Here's how to avoid that.
Design

Breaking down the rich and complex AI of Hitman  
by Gamasutra Community [08.08.19]
One of the most complex simulations in triple-A games, IO Interactive's Hitman titles are laced with AI systems that helped bring their fictional worlds to life.
Console/PC, Programming, Design

Watch Creature in the Well dev Adam Volker break down its pinball-based puzzles  
by Bryant Francis [08.07.19]
Watch a design breakdown of the pinball-based puzzles that make up Creature in the Well.
Console/PC, Design, Video

Video: A postmortem of indie kingdom-builder Kingdoms and Castles  
by Staff [08.07.19]
In this 2019 GDC session, Lion Shield LLC's Peter Angstadt walks through the development and release of the studio's popular city-building game Kingdoms & Castles.
Indie, Design, Production, Video, Vault

Blog: How I got my Nintendo Switch port to run at 60fps 3
by Gamasutra Community [08.07.19]
A reflection on my experience with Early Access. This blog may help offer some insight to other developers looking to enter the program.
Programming, Design

Chat with Creature in the Well dev Adam Volker at 3PM EST  
by Bryant Francis [08.07.19]
Chat with one of the creators of pinball-meets-Zelda hack-and-slash game Creature in the Well at 3PM EST.
Console/PC, Design, Video

Blog: The glorious, profitable, inescapable art of addiction 9
by Gamasutra Community [08.07.19]
The most compelling games simulate actual achievement, which results in the release of powerful pleasure chemicals in our minds. Let's explore this powerful effect that keeps us all in business.
Design

The design and iteration of tactical deck-building game Nowhere Prophet  
by Bryant Francis [08.07.19]
Nowhere Prophet designer Martin Nerurkar explains the design and aesthetic decisions that brought the card-based roguelike battler to life.
Console/PC, Design, Video

Get a job: Join iGotcha Studios as a Senior Designer  
by Staff [08.06.19]
iGotcha Studios is looking to fill two Senior Game Designer positions at its studio in Stockholm, Sweden.
Design, Recruitment

Video: How Slay the Spire achieved success through marketability 1
by Staff [08.06.19]
In this 2019 GDC talk, Mega Crit Games' Casey Yano shares how specific decisions helped make the studio's hit game Slay the Spire one of the top-selling indie releases of 2018.
Indie, Design, Business/Marketing, Video, Vault

Don't Miss: The Chinese Room's Amnesia: A Machine for Pigs postmortem 22
by Staff [08.05.19]
This classic feature reveals how Amnesia: A Machine for Pigs was born of an ethos shared by Swedish indie (and Amnesia franchise creator) Frictional Games and British indie developer The Chinese Room.
Console/PC, Social/Online, Design, Production, Business/Marketing

Blog: Face your fears and put surround sound in your 2D game 3
by Gamasutra Community [08.05.19]
Why do 2D games seldom feature surround sound output? Should they? How can this be done correctly? Let's take a deeper look at those questions, and hopefully provide some answers.
Audio, Design

Video: Delivering data-driven dynamic gameplay effects in For Honor  
by Staff [08.05.19]
In this 2017 GDC talk, Ubisoft's Aurelie Le Chevalier dives into For Honor's modifiers system, a data-driven system that allows designers to dynamically create gameplay effects.
Console/PC, Social/Online, Design, Video, Vault

Rift surpasses Vive as VR devs' top platform in new XRDC Innovation Report  
by Staff [08.05.19]
The free XRDC 2019 Innovation Report offers nuanced, wide-reaching perspective on the AR/VR/MR industries: verything from what platforms devs are focusing on right now to how they’re being funded!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

Giving players the ability to bump off any NPC in The Outer Worlds was 'insanely hard' 1
by Chris Kerr [08.05.19]
What happens when a studio decides to give players total control over life and death? According to The Outer Worlds senior designer Brian Heins, it can present one or two hurdles.
Console/PC, Design, Production

Blog: Preparing for the changes to Google Play's ratings system  
by Gamasutra Community [08.05.19]
Google will soon be changing how an app's average rating is calculated. In this post I'll explain why that's both good and bad news, and hopefully help you prepare for the switch-up.
Smartphone/Tablet, Design

Making family matter in Children of Morta  
by Bryant Francis [08.05.19]
Children of Morta lead developer Amir Fassihi shares insight on making a pixel-heavy action RPG starring a family of adventurers.
Console/PC, Design, Video

Video Game Deep Cuts: Fortnite World Cup's Fire-y Youngblood  
by Gamasutra Staff [08.03.19]
This week's roundup includes Epic's Fortnite World Cup, analyses of Nintendo's new Fire Emblem and Wolfenstein: Youngblood, as well as time loops in games, Candyland, Elsinore and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: What an art-house indie learned from a year of working in F2P  
by Staff [08.02.19]
In this 2017 GDC session, PlayDots' Margaret Robertson reveals some surprising truths about what she learned in the shift from an indie career to one at a successful free-to-play game company.
Smartphone/Tablet, Design, Business/Marketing, Video, Vault