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September 19, 2019
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Updates » Design
Blog: The challenges of teamwork and game design  
by Gamasutra Community [05.15.19]
Designing games in a team is a huge challenge. Despite the fact that we try to follow the same universal principles of design theory, we often disagree. So, what can we do to overcome our differences?
Design, Production

Don't Miss: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [05.14.19]
Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design

Video: The making of Larian Studios' Divinity: Original Sin 2  
by Staff [05.14.19]
In this 2019 GDC talk, Larian Studios' Swen Vincke takes a look at all the strategies employed to make Divinity: Original Sin 2 a better game than Divinity: Original Sin, and how they worked out.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Epic bolsters Unreal Engine with Twinmotion acquisition  
by Chris Kerr [05.14.19]
Epic has announced its new version of Twinmotion will be absolutely free to download and use for all customers until November 2019.
Design, Production

Blog: We're looking at accessibility all wrong  
by Gamasutra Community [05.14.19]
Here are some explicit strategies in how to design accessibility into your game's core, and all the different ways you'll benefit from doing so.
Design

When grinding is fun: Forager's compelling approach to 'idle game' design 1
by Jupiter Hadley, Kris Graft [05.14.19]
Mariano "Hopfrog" Cavallero's hit Steam game Forager mashes adventure and crafting elements with the relaxing appeal of idle games. Here's how he made Forager an "idle game that you want to actively keep playing."
Console/PC, Indie, Design, Video

Don't Miss: How Monster Hunter: World's director breathed new life into the game 1
by Staff [05.13.19]
"The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

Video: Insomniac's technical postmortem of Marvel's Spider-Man  
by Staff [05.13.19]
At GDC 2019 Insomniac's Elan Ruskin discusses the challenges of adapting rendering, streaming & lighting to build a New York City that fits on a Blu-Ray for the studio's hit game Marvel's Spider-Man
Console/PC, Programming, Design, Video, Vault

PSA: One week left to submit your talks for XRDC 2019  
by Staff [05.13.19]
XRDC happens October 14-15 at the Fort Mason Festival Pavilion in San Francisco, so make sure to submit your pitches for talks: the deadline for proposals is next Monday, May 20th at 11:59 PM Pacific!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

New releases driving sales at Square Enix, but launch costs cause profits to dip  
by Chris Kerr [05.13.19]
New releases including Kingdom Hearts III, Shadow of the Tomb Raider, and Just Cause 4 are driving sales at Square Enix, which just released its financials for the full-year ended March 31, 2019. 
Console/PC, Design, Production, Business/Marketing

Video Game Deep Cuts: That Yuppie Psycho, Thomas The Tank Engine  
by Gamasutra Staff [05.10.19]
This week's roundup includes the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, Sable, Vader Immortal & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A behind-the-scenes look at how Subnautica was made  
by Staff [05.10.19]
In this insightful GDC 2019 postmortem Unknown Worlds Entertainment's Jonas Boetel explains how open development saved the studio's hit underwater survival game Subnautica.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Reflections on the afterimage of Final Fantasy VII 17
by Staff [05.10.19]
"There's a reason [Final Fantasy VII] struck a chord and it goes beyond the fact that it brought cinematic melodrama to video games on a grand scale for the first time."
Console/PC, Design

Blog: Creating a physics based fighting game in Unity 1
by Gamasutra Community [05.10.19]
How do you create a fighting game in Unity with realistic physics? This article shows you the basics, leveraging simple Spring PD controllers and Inverse Kinematics.
Programming, Design, Production

Blog: A different take on turn timers 4
by Gamasutra Community [05.10.19]
Having a limited amount of real-life seconds to make a move can feel strangely disconnected from the rest of the gameplay experience. However, there's a different kind of timer out there.
Design

Big game, small team, no crunch: Behind the success of open world RPG Outward 13
by Bryant Francis, Kris Graft [05.10.19]
Nine Dots CEO Guillaume Boucher-Vidal discusses the ruthlessly efficient, crunch-free development on the sprawling open world RPG Outward -- and drops some big opinions on the old catchphrase "find the fun."
Console/PC, Design, Production, Business/Marketing

Devs reflect on the privacy risks surrounding how games subtly collect data  
by Alissa McAloon [05.09.19]
Game developers tell Polygon about the surprising and unintentionally invasive information they learned about the people playing their games, and concerns that kind of collection raises.
Social/Online, Design, Business/Marketing

Video: The Lemmings Classic Game Postmortem  
by Staff [05.09.19]
In this GDC 2019 presentation Lemmings co-creator Mike Dailly discusses the creation of the seminal DMA Design puzzle-platform game starring those allegedly suicidal rodents
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Watch Close To The Sun's developers talk launching on the Epic Game Store  
by Bryant Francis [05.08.19]
Storm in a Teacup, the developer behind Close To The Sun, discusses launching on the Epic Game Store and making polished horror games on an indie budget.
Console/PC, Design, Video

Blog: Complying with China's new loot box rules  
by Chris Kerr [05.08.19]
New Chinese regulations put restrictions on how loot boxes can be monetized, meaning the more you earn through loot box sales, the more you'll be affected. Here's how to cope with those changes.
Design, Business/Marketing