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Designing highly replayable stealth levels for Payday 2

Gamasutra - May 25, 2018 4905

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Blog: Producing tangibly minatory creatures in games

Gamasutra - May 23, 2018 4823

Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit. ...


Jagex shutting down RuneScape Classic after 17 years

Gamasutra - May 23, 2018 4821

RuneScape developer Jagex has announced that it will shut down RuneScape Classic on August 6, 2018, ending support for the early online game 17 years after its first launch. ...


Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT

Gamasutra - May 23, 2018 4817

We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT. ...


Don't Miss: Tim Sweeney on the creation and legacy of the Unreal Editor

Gamasutra - May 22, 2018 4764

On the 20th anniversary of Unreal, take a look back at this chat with Epic founder Tim Sweeney about how the UnrealEd level editor emerged as one of the most popular tools of its era. ...


Blog: A study into procedural generation and replayability

Gamasutra - May 18, 2018 4541

Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content. ...


Blog: Designing death in co-op roguelikes

Gamasutra - May 15, 2018 4367

I wanted analyse the co-op death mechanics in various roguelike games to see if I could tweak the formula. ...


Devs share the most memorable things they've had to cut from games

Gamasutra - May 15, 2018 4356

Sometimes the things you have to kill stay with you, as we discover in talking with devs on everything from Wizardry to Prototype to Shadowrun about their most memorable cut content and features. ...


Video Game Deep Cuts: One Hour, One Frostpunk

Gamasutra - May 13, 2018 4288

This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides. ...


Blog: A study into item generation and replayability

Gamasutra - May 11, 2018 4147

For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale. ...


Making every procedurally-generated playthrough feel unique in Swords of Ditto

Gamasutra - May 07, 2018 3918

"We were just making a procedurally-generated game," says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached." ...


Video Game Deep Cuts: Flash The Artifact, Get The Saga

Gamasutra - May 06, 2018 3904

This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others. ...


Video: How to build games that can be understood at a glance

Gamasutra - May 03, 2018 3726

At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development. ...


Video: How XCOM 2 hid smaller stories in plain view

Gamasutra - May 01, 2018 3619

In this 2018 GDC session, Firaxis Games' Justin Rodriguez explores the different components of environmental storytelling in XCOM 2. ...

Blog: Creating destructible cities without impacting performance

Gamasutra - April 27, 2018 3381

Our design goal for X-Morph: Defence were destructible environments and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. ...


Blog: Indie PR and going beyond the mainstream

Gamasutra - April 26, 2018 3326

Indie devs new to PR might be tempted to set their sights on coverage from the very biggest games websites, but that can often be counterproductive. Here's what you might want to try instead. ...


Blog: Standing out in a saturated market

Gamasutra - April 25, 2018 3268

Bot School Games co-founder Chris Cobb explores some of the traits that can help a game stand out in in a saturated market. ...


GOG is getting more Steam-like with addition of new social features

Gamasutra - April 23, 2018 3168

The digital games platform GOG has introduced a batch of new social features to its web client like a gameplay feed and new player profiles. ...


The animation and game design details that make Iconoclasts sing

Gamasutra - April 23, 2018 3146

Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games. ...


Video Game Deep Cuts: Rise Of The Ambient Parent Jam

Gamasutra - April 22, 2018 3130

This week's highlights include a piece on Zelda & ambient video games, the role of parents in games like God Of War, and a NBA Jam making-of video. ...


Don't Miss: Game design and mind control in Superhot

Gamasutra - April 19, 2018 2950

At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game. ...


Into the Breach's designers explain how to follow up from a hit game

Gamasutra - April 18, 2018 2905

The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game. ...


Game makers share some of their favorite dev 'hacks'

Gamasutra - April 09, 2018 2411

Vlambeer's Rami Ismail posed a fun question on Twitter this morning: "What is your favorite or most surprising 'hack' solution to a game development problem you've personally used or implemented?" ...


Why West of Loathing's devs priced their $20 game at just $10

Gamasutra - April 03, 2018 2070

"I think it's in line with other games that cost 20 bucks, but there was no way to convince someone of that if they hadn't played it yet." ...