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Blog: Working with generic room-based matchmaking

Gamasutra - October 18, 2017 4714

Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work, and discuss the pros and cons of using those systems. ...


Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango

Gamasutra - October 16, 2017 4665

At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile. ...


Upgraded SteamVR Tracking will support 4 base stations in 2018

Gamasutra - October 13, 2017 4481

Valve intends to update the new base stations sometime next year so they can work together in groups of 4, covering a play space of up to 10 x 10 meters. ...


Don't Miss: 7 horror games (plus some movies) every designer should study

Gamasutra - October 04, 2017 4372

In this timeless feature, Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why. ...


Dust to Dust II: How Valve rebuilt a classic Counter-Strike map

Gamasutra - October 11, 2017 4336

Valve has explained how it handled the delicate task of giving Dust, one of its most beloved Counter-Strike maps, a facelift for the modern age. ...


Dust II to Dust II: How Valve rebuilt a classic Counter-Strike map

Gamasutra - October 11, 2017 4334

Valve has explained how it handled the delicate task of giving Dust II, one of its most beloved Counter-Strike: Global Offensive maps, a facelift for the modern age. ...


Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today

Gamasutra - October 09, 2017 4265

5 years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development. ...


Don't Miss: An art direction autopsy of Firaxis' XCOM: Enemy Unknown

Gamasutra - October 09, 2017 4240

Firaxis' successful revamp of a cult classic turns 5 years old today; to mark the occasion, why not look back at this fantastic GDC talk about how the XCOM: Enemy Unknown team found their art style? ...


Don't Miss: Designing XCOM: Enemy Unknown so players tell their own stories

Gamasutra - October 06, 2017 4098

On the game's fifth anniversary, take a look back at this chat with Firaxis's Garth DeAngelis about designing opportunities for emergent storytelling and the power of a player's internal narrative. ...


Why one Japanese entrepreneur is using an RPG to help fight depression

Gamasutra - October 04, 2017 3953

A role-playing game developed by researchers and clinicians at the University of Auckland in New Zealand is making waves in Japan, but not for the reasons you might expect.  ...


Crafting the visuals of 20XX for maximum comprehensibility

Gamasutra - October 02, 2017 3855

"The game's second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game's quick pace and need for instant player reactions." ...


Surviving the unexpected in indie development to make Ruiner

Gamasutra - September 29, 2017 3716

We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters. ...


Q& A: Jenn Sandercock on moving beyond nostalgia in adventure games

Gamasutra - September 28, 2017 3622

"Many old games were frustrating because of design mistakes, not the actual core gameplay mechanics. We can make a new adventure game using the old mechanics in a way that doesn't feel frustrating." ...


Classic Postmortem: Firaxis' Civilization V

Gamasutra - September 21, 2017 3232

Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process. ...


Moving on: Gearbox winds down Battleborn development

Gamasutra - September 18, 2017 3085

Gearbox Software's hero-shooter Battleborn is effectively being laid to rest, as the studio prepares to wind down development. ...


Moving on: Gearbox wraps up active development on Battleborn

Gamasutra - September 18, 2017 3074

Gearbox Software's hero-shooter Battleborn is effectively being laid to rest, as the studio prepares to wind down development. ...


Crunch mentality is 'misguided and old-fashioned,' says Tim Schafer

Gamasutra - September 13, 2017 2837

"You don't realize until it has happened that you're doing all this damage to your personal life by staying at work all the time.' ...


Opinion: A look at the tabletop RPG that inspired Darkest Dungeon

Gamasutra - September 12, 2017 2787

Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D& D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving. ...


Crafting Tooth & Tail, a gamepad RTS that aims 'to Hearthstone StarCraft'

Gamasutra - September 12, 2017 2737

"Using StarCraft as an emotional target, what we did is we took the genre, we boiled it down to its components, and we rebuilt it," dev Andy Schatz tells Gamasutra in a chat about Tooth & Tail. ...


Don't Miss: The Chinese Room's postmortem for Amnesia: A Machine for Pigs

Gamasutra - September 11, 2017 2690

Now four years out from release, take a look back at this postmortem from Machine for Pigs co-designer Peter Howell to find out what went right and wrong when developing the Amnesia sequel. ...


Malaysian commission blocks Steam access over fighting game Fight of Gods

Gamasutra - September 08, 2017 2545

The Malaysian Communication and Multimedia Commission has blocked access to Steam in the country over a game it says violates its law. ...


An Obsidian vet reminds RPG devs: give players opportunities to shine

Gamasutra - September 07, 2017 2497

"If you make a character that's built in a certain way, if the player doesn't have some opportunity to really shine...then that sucks," Josh Sawyer tells USGamer. "It feels like a huge letdown." ...


Classic Postmortem: Klei Entertainment's Mark of the Ninja

Gamasutra - September 07, 2017 2450

Five years ago today, Klei Entertainment released their well-received stealth title Mark of the Ninja on Xbox 360. In honor of the anniversary, we present an in-depth postmortem on the game's design. ...


Game Design Deep Dive: Making Spartaga, a VR twin-stick shooter

Gamasutra - August 31, 2017 2107

"Spartaga set out to translate the staples of the twin-stick/bullet hell shooter genre into VR. Here's the 3 goals that we set at the beginning on how we'd do it, and how they went." ...


Nintendo introduces 20 more Switch-bound 'Nindie' indie games

Gamasutra - August 30, 2017 2056

Nintendo consoles haven't always been the most indie-friendly platforms on the market, but the company is hard at work to make the Nintendo Switch a strong home for indie games and developers alike. ...


Don't Miss: Using graphics to express character and theme in Owlboy

Gamasutra - August 29, 2017 2008

The team behind the now Switch-bound game Owlboy explains how they used art and animation to express character and theme in the game. ...