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September 16, 2019
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Updates » Design
Blog: The design pillars of Eco 1
by Gamasutra Community [05.03.19]
This week I’d like to dive into the core of Eco's design a bit, and talk about the principles that guide the design and development of the game.
Console/PC, Design

Video: Legal experts discuss the law's impact on game dev in 2019 1
by Staff [05.02.19]
In this GDC 2019 talk a panel of legal experts discusses how legal developments in emulation, privacy, and more impact your work as a game maker.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Designing the people-programming puzzler Human Resource Machine 1
by Staff [05.02.19]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Console/PC, Design

Video: The Paperboy Classic Game Postmortem  
by Staff [05.01.19]
At GDC 2019 veteran game maker John Salwitz (Paperboy, Rampart, Klax) delivers a fantastic postmortem of Atari's 1985 arcade classic Paperboy!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Understanding Inkle's approach to making unique game settings 2
by Bryant Francis [05.01.19]
Inkle cofounders Jon Ingold and Joe Humfrey share their ideas for making unique game settings that will draw your players in.
Console/PC, Design

A brief history of 3D texturing in video games  
by Chris Kerr [05.01.19]
Insomniac Games senior environment artist, Ryan Benno, has put together a super informative Twitter thread that looks at the history of 3D texturing in video games, and it's a doozy.
Console/PC, Art, Design

Microsoft is using the Xbox Adaptive Controller to support U.S. veterans  
by Chris Kerr [05.01.19]
Microsoft has partnered with the U.S. Department of Veterans Affairs to provide Xbox Adaptive Controllers to 22 initial VA rehab centers across the United States.
Console/PC, Design

Knockin' on Heaven's Vault: How Inkle designed its first 3D game  
by Bryant Francis [05.01.19]
Inkle co-founders Jon Ingold and Joe Humfrey break down the design decisions that brought Heaven's Vault to life.
Console/PC, Design

Video: How Subset Games designed Into the Breach 1
by Staff [04.30.19]
At GDC 2019, Subset Games co-founder Matthew Davis details the Into the Breach design process from early drafts to the final balancing decisions (and how they came up with that great UI!)
Indie, Design, Video, Vault

Don't Miss: A postmortem of the original Sonic the Hedgehog  
by Staff [04.30.19]
Naoto Ohshimaand Hirokazu Yasuhara discuss their perspectives on the creation of Sonic the Hedgehog in this classic game postmortem.
Console/PC, Design, Production

Blog: Approaching player choice in video games 4
by Gamasutra Community [04.30.19]
An article about how games should approach the player's choices and how they should deliver a moral message.
Design

Get a job: Dream Harvest is hiring a Technical Game Designer  
by Staff [04.29.19]
We're looking for a highly adept Technical Designer to join the Dream Harvest Family full time at our office in Brighton (Though you can start remote).
Design, Recruitment

Video Game Deep Cuts: Gone for Days, Leaked ROMs for Fortnites  
by Gamasutra Staff [04.29.19]
This week's roundup includes a look at Days Gone, a unique story of an Atari arcade game 'leaked', Fortnite's unpalatable dev crunch, parallax in games, Mortal Kombat 11's grindy glories, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Game Design Deep Dive: Creating an adaptive tech tree in Dawn of Man
by Martiño Figueroa [04.29.19]
"In order to advance to the next era quickly, you want to do a variety of actions, you probably want to hunt a variety of animals, experiment with all the tools, and try to build a larger settlement."
Console/PC, Design

Get a job: Pixar Animation Studios, FoxNext Games, are more are hiring now!  
by Staff [04.26.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Video: How Blizzard designed and built Overwatch's replay tech  
by Staff [04.26.19]
At GDC 2017, Blizzard's Philip Orwig gives an illuminating talk about how Overwatch's replay systems (including the kill cam and 'Play of the Game' highlights) were designed and built!
Console/PC, Design, Video, Vault

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem 5
by Staff [04.26.19]
Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Design, Production

Chat with one of Outward's developers at 2PM EST  
by Bryant Francis [04.26.19]
Join a conversation with the developers behind Outward starting at 2PM EST.
Console/PC, Design, Video

Blog: Orchestrating game worlds using Event SuperVision - Part 2 2
by Gamasutra Community [04.26.19]
In the second part of my blog series, I discuss the variety of 'Game Event' types, including what's unique, repeatable, and conditional.
Design, Production

Blog: Unboxing BOXBOY! - A character controller cover  
by Gamasutra Community [04.25.19]
An in depth look at what makes the character controller tick in HAL Laboratory's BOXBOY! This was done by "covering" the game -- you can find out what that means in this article.
Design