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May 23, 2015
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Updates » Design
Opinion: Breaking down the success of The Witcher 3's open world 2
by Phill Cameron [05.19.15]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

The usability of Bloodborne 13
by Gamasutra Community [05.19.15]
The great thing about games is that they can be challenging. They can get in your way. They can make you think, get lost, become frustrated, and feel whole range of emotions - positive or negative.
Design

Systems, game systems, and systemic games 16
by Gamasutra Community [05.19.15]
Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design.
Design

Get a job: Boss Key seeks a Multiplayer Game Designer  
by Staff [05.18.15]
Cliff Bleszinski and Arjan Brussee's new studio is looking for a multiplayer game designer to work on its upcoming sci-fi shooter alongside the team at Boss Key's Raleigh, NC offices.
Console/PC, Design, Recruitment

Video: How biking across America changes the way you make games 3
by Staff [05.18.15]
At GDC 2015, indie dev Greg Lobanov (Coin Crypt) spoke about his bike ride across America and how it inspired him to think differently about life -- and the video games he will spend his life making.
Indie, Design, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Blog: The crack where the light gets in 8
by Gamasutra Community [05.18.15]
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
Indie, Design

Get a job: Demiurge Studios seeks an experienced Game Designer  
by Staff [05.15.15]
Cambridge-based F2P studio Demiurge is now owned by SEGA Networks, and the team looking for someone with a few years of experience to serve as a Senior Game Designer on a new mobile/PC F2P title.
Smartphone/Tablet, Design, Recruitment

Video: Procedurally generating space-dungeons for Galak-Z 1
by Staff [05.15.15]
At GDC 2015 engineer Zach Aikman offered a breakdown of Galak-Z's dungeon generator, including its unorthodox math, and his thoughts on balancing hand-crafted and procedural content.
Indie, Design, Video, Vault

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault

Don't Miss: An MMO dev reflects on the decade of World of Warcraft 21
by Gamasutra Community [05.14.15]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Social/Online, Design, Production, Business/Marketing

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

The opportunity frontier of truly social games 4
by Gamasutra Community [05.14.15]
A former Supercell dev muses: "What makes a good social game, and how do we keep improving the experience in future social games? Here are some of my current, still evolving thoughts on these questions."
Social/Online, Smartphone/Tablet, Design

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Motivate me: Crafting better game difficulties 7
by Gamasutra Community [05.13.15]
"You see, this isnít just a question of video game difficulty levels... Itís a question of motivation -- both from a developer and gamer standpoint. Itís about what motivates us to play games."
Console/PC, Indie, Design

Total bear chaos: A Rude Bear Raid postmortem 1
by Gamasutra Community [05.13.15]
A chaotic multiplayer Ludum Dare entry made over Skype? This in-depth postmortem peels apart the layers of Alex Rose's Rude Baer Raid and offers design and dev tips.
Indie, Design, Production

Attend GDC Europe to learn the business of nurturing amateur eSports  
by Staff [05.13.15]
GDC Europe 2015 is just a few months away, and today conference officials are proud to reveal talks focused on the business of nurturing your game's community of players.
Console/PC, Social/Online, Design, Business/Marketing, GDC, GDC Europe