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November 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Q&A: Designing the beautifully surreal time puzzles of The Gardens Between  
by Joel Couture [11.14.18]
Gamasutra spoke with Simon Joslin and Matt Clark about designing the surreal time-manipulation puzzles of The Gardens Between.
Indie, Design, Video

Owlchemy Lab devs include a variety of representation in avatar customization  
by Emma Kidwell [11.13.18]
Owlchemy Labs is committed to ensuring that Vacation Simulator is equipped with a system that allows for players to create authentic versions of themselves using the game's avatar customizer. 
Indie, Design

Get a job: Playful Corp is looking for a UI Designer  
by Staff [11.13.18]
As a UI Designer, you will work closely with the Directors to conceptualize, mock-up, and execute the visual interface designs to support Playful Corp's games.
Design, Recruitment

Balancing challenge and collaboration in Final Fantasy XIV's raid battles  
by Alissa McAloon [11.13.18]
Combat Designer Yoshito Nabeshima explores the process of designing (and later overhauling) a Final Fantasy XIV raid boss.
Console/PC, Social/Online, Design

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [11.13.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Apply the science of desirability to game design at GDC 2019  
by Staff [11.13.18]
To help you better understand desire and how it relates to your work, Harvard Desirability Lab director Dr. Beth Altringer will present an intriguing talk on the science of desirability at GDC 2019!
Console/PC, Indie, Design, GDC

Designing for survival in Steam Early Access hit Green Hell  
by Joel Couture [11.13.18]
Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn about surviving in the Amazonian wilderness in Green Hell.
Design, Video

Video: Designing the strategic card game Race for the Galaxy  
by Staff [11.12.18]
In this GDC 2018 talk, game designer Tom Lehmann discusses the design behind his acclaimed card game Race for the Galaxy. 
Indie, Design, Video

Xbox chief Phil Spencer taking on a 'bigger role' in fixing the Microsoft Store 2
by Emma Kidwell [11.12.18]
Xbox chief Phil Spencer discussed how he would like to fix the Microsoft Store to make game content more discoverable and easy to find.
Console/PC, Design, Business/Marketing

Don't Miss: How Undertale's soundtrack shapes its narrative 10
by Jason Yu [11.12.18]
"My goal with this article is to show the different ways leitmotifs are used in Undertale, how they affect one's experience with the game, and how a game soundtrack can do much, much more than just provide catchy background music."
Indie, Audio, Design

Designing CrossCode to stand out in the retro RPG market 1
by Bryant Francis [11.12.18]
CrossCode's lead developer and composer talk to us about making and selling a retro-flavored RPG in the crowded markets of 2018.
Console/PC, Design

Blog: Designing a data model 2
by Gamasutra Community [11.12.18]
In this post I wanted to take a look at the rationale and design goals behind the data model we use at The Machinery.
Design

Google Play announces Games for Change design challenge finalists  
by Chris Kerr [11.12.18]
Google Play launched the competition back in March to promote gender diversity by inspiring young women as players and game makers. 
Smartphone/Tablet, Programming, Design, Production, Video

Blog: In-depth game design on Space Frontier 2 1
by Gamasutra Community [11.12.18]
In this blog post, indie game developer Olin Olmstead takes a detailed look at the game mechanics underlying Space Frontier 2.
Design

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Gamasutra Staff [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Obsidian, inXile acquired by Microsoft Studios 4
by Gamasutra Staff [11.10.18]
Microsoft has announced the acquisition of RPG-centric studios Obsidian and inXile Entertainment, as part of a host of announcements at its X08 event in Mexico.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Lucas Pope discuss the making of Return of the Obra Dinn  
by Bryant Francis [11.09.18]
Watch game developer Lucas Pope discuss the making of Return of the Obra Dinn.
Console/PC, Design, Video

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [11.09.18]
Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including in-progress screens and video.
Console/PC, Programming, Art, Design, Production

Blog: Designing an intelligent AI for Conflict0: Revolution  
by Gamasutra Community [11.09.18]
This post looks at how we created an engaging artificial intelligence in our last turn-based strategy title, Conflict0: Revolution.
Console/PC, Programming, Design

Going the Distance: Building a game - and community - over six years  
by Joel Couture [11.09.18]
Gamasutra spoke with Jordan Hemenway, creative director at Distance developers Refract, about how the studio took racing in new directions, and built a community over several years.
Design