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September 21, 2019
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Updates » Design
Video: Rebooting the immersive sim with Prey's Mooncrash DLC  
by Staff [06.05.19]
In this 2019 GDC talk, Arkane Studios' Rich Wilson dissects the design and development of the Mooncrash DLC, which introduces a roguelike structure and systems to its 2017 sci-fi immersive sim Prey.
Console/PC, Design, Video, Vault

Chat with Void Bastards' co-designer at 7PM EST  
by Bryant Francis [06.05.19]
The co-designer of Void Bastards is taking your questions starting at 7PM EST on the GDC Twitch channel.
Console/PC, Design, Video

See how XR is shaping the future of architecture at XRDC 2019  
by Staff [06.05.19]
You'll have an opportunity to see this and many other insightful talks at the event, but heads up: the deadline to register for XRDC at a discount rate is today (June 5th) at 11:59 PM Pacific!
VR, Design, Business/Marketing, XRDC

Blog: Creating the the AI of Sea of Thieves - Part 1  
by Gamasutra Community [06.05.19]
In this first of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game.
Programming, Design

Blog: The design and development of Rogess  
by Gamasutra Community [06.05.19]
A detailed reflection on the design and development of Rogess by Pippin Barr and Jonathan Lessard using references to its source code, development history, and the developers's email correspondence.
Design, Production

Video: How Blizzard brought Orphea to Heroes of the Storm  
by Staff [06.04.19]
In this GDC 2019 talk Blizzard's Lana Bachynski covers the company's art and animation process, from first concept to final pass, through the lens of Orphea's development for Heroes of the Storm.
Console/PC, Art, Design, History

Get a job: Insomniac Games is hiring an Open-World Designer  
by Alissa McAloon [06.04.19]
Insomniac Games is looking for an open-world designer that develops designs for layout, content, combat and systems for an assigned project, and implements these designs in game.
Design, Recruitment

Blog: On narrative from a cognitive perspective - Part 2  
by Gamasutra Community [06.04.19]
'Putting into play' is part of a project that aims to explain, from a cognitive and narrative perspective, the mind and hands-on approach to the design of an engaging and dynamic game system.
Design

Video: Building interactive worlds the Walt Disney Imagineering way  
by Staff [06.03.19]
In this 2019 GDC talk, Walt Disney Imagineering's Brent D. Strong and Sara Thacher talk about the opportunities and challenges of building physical, interactive worlds!
Social/Online, Design, Video, Vault

Don't Miss: How Dicey Dungeons balances chance and predictability 1
by Staff [06.03.19]
Veteran game dev Terry Cavanagh (VVVVVV, Super Hexagon) opens up about the design process of his latest game, Dicey Dungeons, and explains how he created and playtested a specific class: the Witch.
Indie, Design

Blog: On narrative from a cognitive perspective  
by Gamasutra Community [06.03.19]
'Putting into play' is part of a project that aims to explain, from a cognitive and narrative perspective, the mind and hands-on approach to the design of an engaging and dynamic game system.
Design, Production

Q&A: Dissecting the development of Dwarf Fortress with creator Tarn Adams 1
by John Harris [06.03.19]
Dwarf Fortress creator Tarn Adams agreed to answer some of our questions about the development of what is still, despite the presence of a number of imitators, an entirely unique game.
Console/PC, Programming, Design, Production

Video Game Deep Cuts: The Outer Wilds Of A Void City  
by Gamasutra Staff [05.31.19]
This week's roundup includes a look at the intriguing triple-I (sorry!) titles Outer Wilds & Void Bastards, as well as the role of the city in games, bringing back Bubsy, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Sanzaru Games, Legends of Learning, and more are hiring now!  
by Alissa McAloon [05.31.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Programming, Art, Design, Recruitment

Game Design Deep Dive: Frenetic local multiplayer in Emergency Water Landing 2
by Johnathon Moss and Timothy Neville [05.31.19]
Emergency Water Landing is a local multiplayer game where players control high powered rescue rafts and fight to save the most passengers, and this is how we designed it.
Console/PC, Programming, Design

Video: Using empathy as a game mechanic in Unravel  
by Staff [05.30.19]
In this 2017 GDC talk, Coldwood's Martin Sahlin explores how the Swedish studio used empathy as a game mechanic in its striking 2016 puzzle-platformer Unravel
Indie, Design, Video, Vault

Don't Miss: Ray Muzyka's Baldur's Gate II postmortem  
by Staff [05.30.19]
In honor of Bioware's much-beloved RPG, check out Ray Muzyka's in-depth postmortem from a 2001 issue of Game Developer magazine.
Console/PC, Programming, Design, Production

AIAS Foundation scholarship and mentorship applications close this week  
by Alissa McAloon [05.29.19]
The Randy Pausch Scholarship, Mark Beaumont Scholarship, and WomenIn Scholarship all close submissions on May 31
Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Digital Sun funded and launched Moonlighter  
by Staff [05.29.19]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Bossa shutting down Worlds Adrift, says game is 'no longer commercially viable' 4
by Chris Kerr [05.29.19]
Bossa Studios is shutting down its Early Access massively multiplayer sandbox title Worlds Adrift in July, and explained the game is no longer a 'commercially viable' prospect.
Console/PC, Design, Business/Marketing