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Don't Miss: Taking cues from Shadow of the Colossus to design good companions

Gamasutra - January 16, 2018 4997

"Compared to some other support characters, Shadow of the Colossus' Agro's list of gameplay uses is pretty limited but they are perfect for the overall design of the game. There's nothing unnecessary about him." ...


Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes

Gamasutra - January 14, 2018 4884

The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations. ...


Blog: The limitations of matchmaking without server logic

Gamasutra - January 11, 2018 4677

This post discusses the matchmaking approaches we tried in Awesomenauts, and why we ultimately developed our own from scratch. ...


Classic Tools Retrospective: Tim Sweeney on the first version of Unreal Editor

Gamasutra - January 09, 2018 4576

Epic founder Tim Sweeney talks to David Lightbown about UnrealEd, one of the most popular level editors in the game industry, used to build levels for Unreal, Deus Ex, Gears of War, BioShock and more. ...


Itch.io saw 100k projects created and 68k completed in 2017

Gamasutra - January 04, 2018 4323

Itch.io's year-end breakdown offers a look at how the many projects and game jams hosted on the platform fared in 2017. ...


Q& A: Applying cubism and minimalism to game design in AER: Memories of Old

Gamasutra - January 03, 2018 4244

Gamasutra discusses unexpected sources of inspiration and the challenges of indie marketing with the director of the striking indie game AER: Memories of Old. ...


Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget

Gamasutra - January 01, 2018 4129

"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?" ...


Take a look at the early design notes that led to Rogue Legacy

Gamasutra - December 22, 2017 3617

"These aren't your standard design notes," warns creative designer Teddy Lee. "Not only are they barely legible, but these are much, much lamer." ...


Blog: Why are players flocking to War Robots?

Gamasutra - December 22, 2017 3576

Why does War Robots attract so many players? Judging by its dynamics, War Robots is the only adequate game in the genre niche of slow shooters, which is dominated by World of Tanks. ...


GDC Q& A: Astroneer's Veronica Peshterianu on success as a team's first producer

Gamasutra - December 19, 2017 3428

Veronica Peshterianu is a producer at System Era Softworks and will be speaking about her work at GDC 2018. Here, she shares a bit about herself, her work, and why producers are so important. ...


Blog: How to avoid going crazy while developing your indie game

Gamasutra - December 18, 2017 3379

Developing indie games can be a harrowing experience. So, here are a few things to keep in mind if you're an indie who's keen to cling to their sanity. ...


Ubisoft tech UX director David Lightbown explores the history of Unreal Engine

Gamasutra - December 14, 2017 3167

Ubisoft's David Lightbown joined us to analyze the history of Unreal Engine and explain what existing coding tools informed its development. ...


Best of 2017: 'Make me think, make me move': Doom's deceptively simple design

Gamasutra - December 14, 2017 3163

Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design. ...


Attend GDC 2018 and learn how XCOM 2's procedural level design works

Gamasutra - December 08, 2017 2811

At GDC 2018 next March Firaxis' Brian Hess will walk you through the trials and tribulations of designing and implementing such a system, as well as the benefits it offers and problems to avoid. ...


On Twitch, Fortnite is picking up momentum (and gaining on Battlegrounds)

Gamasutra - December 05, 2017 2655

According to data gathered by Gamoloco, Fortnite: Battle Royale is starting to close the gap between it and PlayerUnknown's Battlegrounds in terms of hours watched on Twitch. ...


GDC 2018 will host a Classic Game Postmortem of The Bard's Tale!

Gamasutra - December 04, 2017 2603

Co-creator Dr. Michael Cranford will be at GDC 2018 in San Francisco next March to present a postmortem look at the making of The Bard's Tale I &  II!   ...


Don't Miss: Tackling real-world problems through game design in Life is Strange

Gamasutra - November 30, 2017 2399

When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully? ...


Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop

Gamasutra - November 28, 2017 2300

At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop. ...


Video: How saying 'no' can help you make a better game

Gamasutra - November 27, 2017 2248

At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no. ...


How Frictional pacified SOMA's monsters without sacrificing the scary

Gamasutra - November 21, 2017 1895

Speaking to PC Gamer, SOMA director Thomas Grip discusses the design considerations made when creating the game's upcoming 'safe mode'. ...


Blog: Understanding early access on itch.io

Gamasutra - November 17, 2017 1681

Back in October I started the Nowhere Prophet First Access campaign on itch.io. That was just over five weeks ago, so I guess it's a good time to look at how that went. ...


Valve is using Steam player data to power Counter-Strike: GO matchmaking

Gamasutra - November 15, 2017 1577

The new system considers information from both a player's time in Counter-Strike and general behavior on Steam before placing them in matches. ...


Blog: Worldbuilding with NPC dialogue

Gamasutra - November 13, 2017 1467

Lo-fi Games' writer and PR guru Natalie Mikkelson explains how to breathe life into an open world game using non-narrative dialogue. ...


Attend GDC 2018 to hear from The Long Dark's co-creator on storytelling in a sandbox game

Gamasutra - November 10, 2017 1277

At GDC 2018, Hinterland Games founder Raphael van Lierop will examine how it's possible to successfully marry a linear, authored narrative experience to an open-world sandbox. ...


Get a job: Ghost Story Games is hiring an experienced Programmer

Gamasutra - November 09, 2017 1228

Ghost Story Games is looking to hire an experienced Senior Programmer for its development studio in Westwood, Massachusetts. ...


Postmortem: The totalitarian puzzle-platformer Black The Fall

Gamasutra - November 08, 2017 1176

"The journey from conception to release was a crazy ride, with ups and downs. We learned so much, made a few mistakes, and scored a lot of successes. Hopefully they'll help you." ...