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September 22, 2018
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  • Editor-In-Chief:
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  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Blog: How to make a Discord RPG - Part 3 1
by Gamasutra Community [08.16.18]
This third part of this blog series covers the technology used to build my Discord RPG, including servers, database and API choices.
Programming, Design

Blog: Let's talk about systemic narratives in games 7
by Gamasutra Community [08.16.18]
Ubisoft's Victor Sanchez digs into systematic narratives and how they might improve upon current narrative approaches.
Design, Production

How EVO helps devs tune and test their fighting games  
by Aron Garst [08.16.18]
“Evo players can break a game down faster than anyone," Arc System Works' Toshimichi Mori tells Gamasutra. "They can jump in and do the combos that others would need days to learn."
Console/PC, Indie, Design

Watch The Messenger's director share tips on designing fluid gameplay  
by Bryant Francis [08.15.18]
We discussed the design and the development of the soon-to-be-released retro platformer The Messenger with developer Thierry Boulanger.
Console/PC, Design, Video

Video: Teaching rapid prototyping through creating a game a week  
by Staff [08.15.18]
In this GDC 2018 talk, game developers and professors Douglas Wilson and Bennett Foddy present a close look at the "Game a Week" model of game education.
Console/PC, Indie, Design, Video

Don't Miss: How Gone Home's design constraints lead to a powerful story 12
by Staff [08.15.18]
The Fullbright Company's Gone Home is elegant narrative, but as a work of design, it's equally so. Steve Gaynor explains the human story born from a history of environmental design.
Console/PC, Art, Design

We're talking to the director of The Messenger at 5:30 PM EDT  
by Bryant Francis [08.15.18]
We're talking to the director ofThe Messenger at 5:30 PM EDT on the Gamasutra Twitch channel.
Console/PC, Design, Video

Blog: What's wrong with point and click adventures? 20
by Gamasutra Community [08.15.18]
We asked Twitter about the flaws of point and click adventures. Here's a summary of what people had to say.
Design

Blog: The design is the implementation  
by Gamasutra Community [08.15.18]
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
Design

How Neopets has influenced a generation of game developers  
by Emma Kidwell [08.15.18]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Console/PC, Indie, Art, Design

Don't Miss: Building the new PvE features in World of Warcraft: Battle for Azeroth 6
by Bryant Francis [08.14.18]
With the latest expansion now released to the world, take a look back at this 2017 chat about how the expansion aims to help World of Warcraft create new co-operative experiences.
Console/PC, Social/Online, Design

Reminder: Thursday is your last day to pitch Main Conference talks for GDC 2019!  
by Staff [08.14.18]
Heads up, game makers: The last day to pitch talks for the 2019 Game Developers Conference is this Thursday, August 16th -- so get your submissions in now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Come to XRDC and see how VR racer Sprint Vector became an eSport!  
by Staff [08.14.18]
At XRDC in October, Survios senior game designer Andrew Abedian reveals the grassroots evolution of their early speed-running prototype into a pioneer multiplayer title in VR eSports!
VR, Design, Business/Marketing

Blog: The dangers of the echo chamber effect on game development 2
by Gamasutra Community [08.14.18]
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Design, Production

Blog: Design principles as applied to virtual reality 4
by Gamasutra Community [08.14.18]
Freelance level designer Seth Eden discusses several design principles and looks at how they do or don't apply to virtual reality.
VR, Design

Blog: Understanding the relationship between exploration and discovery  
by Gamasutra Community [08.14.18]
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.
Design

'Fundamentally we were building an MMO': Designing The Walking Dead AR game  
by Alan Bradley [08.14.18]
The developers of the new augmented reality game The Walking Dead: Our World open up about their experiences designing and building on the cutting edge of AR tech.
VR, Smartphone/Tablet, Design

Video: How Brendan 'PlayerUnknown' Greene went from mod maker to creative director  
by Staff [08.13.18]
In this GDC 2018 talk, PlayerUnknown's Battlegrounds' Brendan Greene shares his history in games, mod making, and the path he took to become creative director at PUBG Corp.
Console/PC, Design, Production, Video

Exploring PICO-8 and what makes a design space 'cozy'  
by Alissa McAloon [08.13.18]
“Something that a cozy design space is not, or is fighting against, is decision fatigue." PICO-8 creator Joseph White outlines the goals of his fantasy console at Practice 2018.
Console/PC, Design, Video

Don't Miss: Heartache and compassion in Undertale 1
by Joel Couture [08.13.18]
This excerpt from Gamasutra contributor Joel Couture's eBook, Fallen Down: Heartache and Compassion in Undertale explores designer/composer Toby Fox's unique approach to character design.
Console/PC, Indie, Design