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March 31, 2015
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March 31, 2015
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Updates » Design
Rust experiments with racial empathy by assigning players' skin tones 24
by Alex Wawro [03.25.15]
The latest Rust update assigns all players a permanent, randomized skin tone and face. Developer Garry Newman says it's led to an increase in racism, and also some intriguing player behavior.
Console/PC, Design

Video: How theater influenced the design of Kentucky Route Zero  
by Staff [03.25.15]
Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [03.25.15]
In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind.
Console/PC, Programming, Design, Production, Exclusive

Don't Miss: How Sony's Net Yaroze ignited indie console development 6
by John Szczepaniak [03.24.15]
This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world's earliest hands-on game dev programs.
Console/PC, Indie, Programming, Design, Production

Turning data into enemies: How we used Google Spreadsheets with Unity 4
by Gamasutra Community [03.24.15]
"We used Google Spreadsheets as our Content Management System (CMS). In this post I'll talk about how we've integrated those spreadsheets into our game development process."
Smartphone/Tablet, Programming, Design

Screen ecologies, 'multi-gaming,' and designing for different kinds of engagement 7
by Gamasutra Community [03.24.15]
"Rather than designing games meant to consume a player’s entire attention, maybe its worth designing games to be slow, tedious or even boring. We think this can be attractive to players."
Console/PC, Smartphone/Tablet, Indie, Design

How Dark Souls' multiplayer mechanics are invading other worlds Exclusive 16
by Alex Wawro [03.24.15]
What is it about how Souls games handle player invasions that made them so compelling? We talk to a few developers to explore why the mechanic is so exciting, and how they put their own spin on it.
Console/PC, Social/Online, Design, Exclusive

Get a job: Wargaming is hiring a Gameplay Engineer  
by Staff [03.23.15]
World of Tanks developer Wargaming.net is looking for a gameplay engineer to work on the company's current and upcoming multiplayer projects alongside the team in its Hunt Valley, Maryland offices.
Console/PC, Design, Recruitment

Video: Building guns to drive the Counter-Strike: GO economy  
by Staff [03.23.15]
Speaking at GDC 2014, Valve's Bronwen Grimes describes how the Counter-Strike: Global Offensive team figured out what kinds of content players would pay for, then created it with just 2 artists.
Console/PC, Design, Production, Video, Vault

This Week in Video Game Criticism: Altgames and Alternative Histories  
by Kris Ligman [03.23.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from game development's punk scene to game reviews from a timeline where the industry turned out very differently.
Console/PC, Indie, Design

Game analytics from a game designer's perspective 4
by Gamasutra Community [03.23.15]
"Game analytics can change the face of game development. Where we had to guess before, we designers can now make decisions based on real data!"
Console/PC, Smartphone/Tablet, Design

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Cloud Imperium Games is hiring a Script Supervisor  
by Staff [03.20.15]
The house responsible for Star Citizen is hiring an experienced script supervisor to manage dialog and motion capture alongside the team at the the company's U.K. headquarters in Manchester, England.
Console/PC, Design, Recruitment

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Cliff Bleszinski's game developer flashcards 89
by Cliff Beszinski [03.20.15]
Boss Key founder and Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies game developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Video: Nier director discusses making weird games for weird people 2
by Staff [03.20.15]
At GDC 2014 Taro Yoko, director of games like Nier and the Drakengard series, talked about the process he uses to create worlds and stories that get noticed and foster dedicated fans.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Rethinking the trinity of MMO game design 55
by Brian Green [03.19.15]
In this classic feature, designer Brian Green pulls at the MMO trinity -- Tank/Healer/DPS -- to examine whether this pillar of combat design can be pulled apart, modified, or fundamentally changed.
Console/PC, Social/Online, Design

Depth versus complexity: A design analysis of Ikaruga and Radiant Silvergun 13
by Gamasutra Community [03.19.15]
An in-depth design analysis of Treasure's twin shooter classics -- one that gets to the heart of the question: "What tools do we have to evaluate depth and complexity?"
Console/PC, Design

Video: Improving romance in games with rivalry and respect  
by Staff [03.18.15]
During the GDC 2014 Narrative Summit, writer Chris Dahlen took to the stage to explore new models of building affinity between your characters that introduce more surprise, tension and challenge.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing