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August 13, 2020
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Updates » Design
Blog: Why the world needs game developers right now 3
by Gamasutra Community [03.25.20]
As we lock down in an attempt to slow the spread of COVID-19, game developers have a new role in all this: to provide agency to people when they largely have none.
Programming, Design, Production

Blog: How lore and storytelling can make puzzlers more replayable  
by Gamasutra Community [03.25.20]
Beidi Guo of Lantern Studio discusses the team's debut title LUNA The Shadow Dust, and looks at how lore and backstory can improve the replayability of puzzle games.
Design, Production

Sekiro: Shadows Die Twice named game of the year in 2020 SXSW Gaming Awards  
by Alissa McAloon [03.25.20]
While the on-location event was called off due to the increasing presence of COVID-19, the 2020 SXSW Gaming Awards are still a go (digitally).
Console/PC, Social/Online, Indie, Art, Design

How Lair of the Clockwork God blends the world of platformers and point-and-clicks 1
by Jack Yarwood [03.25.20]
Size Five Games founder Dan Marshall discusses the strange twists and turns of the studio's approach to designing its adventurous new point-and-click-meets-platformer Lair of the Clockwork God.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why Nintendo's new Animal Crossing features allow instant change in the real-time game  
by Alissa McAloon [03.24.20]
Features like crafting and terraforming are series firsts for Nintendo's Animal Crossing saga, and the studio tells Launcher both aim to give players more to do in their extended day-to-day play.
Console/PC, Design

Video: Designing great UI that helps immerse players in your game  
by Staff [03.24.20]
In this 2018 GDC session, UI designer Steph Chow discusses how to embed a game's world into its user interface, and how to strike the right balance between player immersion and player usability.
Console/PC, Design, Video, Vault

Don't Miss: The making of Half-Life 2 5
by Staff [03.24.20]
Some of the minds behind the 2004 release Half-Life 2 outline Valve's decentralized design process in this classic postmortem from the Nov 2005 issue of Game Developer magazine.
Art, Design, Production

Mods that cut VR from Half-Life: Alyx will only show how vital its VR is, says Valve 3
by Alissa McAloon [03.24.20]
"At the end of the day, we knew that one of the questions that we were going to get from customers before we announced was, 'why did you do this in VR?'"
VR, Design

Designing the many Easter eggs of Zombie Army 4: Dead War  
by Daniel Hollis [03.24.20]
Jordan Woodward, lead level designer on Rebellion's cult favorite Zombie Army 4: Dead War, explains his team's approach to embedding Easter eggs into the game, and how they relate to game design.
Console/PC, Design

Don't Miss: Where next for the video game power fantasy? 15
by Alissa McAloon [03.23.20]
With VR tech becoming common, game devs can immerse & embody players in fantasy worlds like never before. What does that intimacy mean for that most common of game design tropes, the power fantasy?
VR, Console/PC, Design

Video: How sound tells the story of Night in the Woods  
by Staff [03.23.20]
In this 2018 GDC talk Em Halberstadt explores the atmospheric audio of Night in the Woods, including the ways in which it changes over time, and brings life to that which cannot be seen.
Indie, Audio, Design, Video, Vault

How Skookum Arts built The Pedestrian puzzles out of urban signage 1
by Jordan Oloman [03.23.20]
"In the public sign system, everything is specifically designed to be understood," explains The Pedestrian dev Daniel Lackey. "That design language, that art style fit perfectly with our priorities."
Indie, Art, Design

Video Game Deep Cuts: Animal Crossing, Animal Crossing, DOOM 1
by Gamasutra Staff [03.22.20]
The latest 'best article/video' highlights include plenty of Animal Crossing neatness, plus DOOM Eternal, Roundgard, death loops, Tony Hawk & conspiracy theories, social distancing & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: VR/AR - A renaissance art form  
by Gamasutra Community [03.20.20]
An introduction to 'Interactive Empathy and Embodiment' framework, and sensory-design for game design, virtual reality (VR), augmented reality (AR) and cross reality (XR).
VR, Design

Video: Storytelling lessons learned in 14 years at BioWare  
by Staff [03.20.20]
In this 2018 GDC talk, former BioWare creative director Mike Laidlaw details some of the most important lessons he's learned about how narrative fits within games.
Console/PC, Design, Video, Vault

Job stability, quality of life, Windjammers with Dave Lang - GDC Podcast ep. 7  
by Kris Graft [03.20.20]
Dave Lang, founder of Iron Galaxy Studios, joins the latest GDC Podcast to talk about creating a studio that's built to last, quality of life in the game industry, and old rumors about Midway Games and the mafia.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

Blog: Rethinking progression in mobile puzzle games 2
by Gamasutra Community [03.20.20]
Dylan breaks down the saga-map progression system, why it's great for some games like Match-3s but awful for skill-based games like Bubble Shooters.
Design

Get a job: Carnegie Mellon University is hiring Game Design Teaching Track Faculty  
by Staff [03.19.20]
Join us as we diversify our project-based curriculum and prepare our students to build the entertainment professions of the 21st century.
Design, Recruitment

Don't Miss: The aggressive resource management of Doom Eternal 4
by Kris Graft [03.19.20]
The upcoming Doom Eternal is including new designs meant to enhance the outstanding foundation laid down by Doom 2016. We talked to id Software's Hugo Martin and Marty Stratton.
Console/PC, Design

Blog: Building a historical game based on real-world struggles  
by Gamasutra Community [03.19.20]
Jörg Friedrich of Paintbucket Games discusses the process behind the studio's historical strategy title Through the Darkest of Times.
Console/PC, Design, Production