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March 26, 2019
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Updates » Design
Mapping out the subtle social cues throughout Hitman's level design 1
by Alissa McAloon [03.19.19]
“Apart from mocking everything up one of the most important things that we do in a game like Hitman is making life, making drama situations as we call them. We borrow a little bit from the world of theater.”
Console/PC, Design, GDC

How simple mechanics and vignettes inspired Florence  
by Emma Kidwell [03.19.19]
Creative director of Mountains Ken Wong delivers a postmortem of the studio's debut game, Florence.
Indie, Design, GDC

Pokemon Go's PvP was designed to appeal to players new and old--and it worked 1
by Alissa McAloon [03.19.19]
"Pokemon Go's always been about real-world social connections. We looked to this as a way to compliment our gameplay of players walking around and catching Pokemon together."
Smartphone/Tablet, Design, GDC

How The Haunted Island: A Frog Detective Game subverted genre for laughs  
by Emma Kidwell [03.19.19]
The Haunted Island: A Frog Detective Game developer Grace Bruxner discusses the process behind writing jokes for games without feeling stiff.
Indie, Design, GDC

The Culling: Origins' servers are being switched off in May  
by Chris Kerr [03.19.19]
"Even with thousands of active daily users, the revenue was only a fraction of what our dev team required to continue daily operations."
Console/PC, Design, Business/Marketing

Unity partners with Havok to roll out new physics systems  
by Alex Wawro [03.18.19]
Unity has partnered with Microsoft-owned Havok to update its game engine with two new physics systems: one new default option and a 'high-end' option backed by Havok's proprietary physics engine.
Console/PC, Indie, Programming, Design, GDC

Former EA and THQ exec Danny Bilson to helm USC Games program  
by Chris Kerr [03.18.19]
Veteran game and entertainment exec Danny Bilson has been named the new director of USC Games, succeeding celebrated game designer Tracy Fullerton.
Programming, Design, Production, Business/Marketing

Chet Faliszek and Kimberly Voll form co-op game studio Stray Bombay  
by Chris Kerr [03.18.19]
"Players are smart, they are social. But games often don’t reflect that and we think that can change. So we’re forming a new studio in Seattle that is itself co-operative."
Console/PC, Design, Production, Business/Marketing, GDC

GDC 2019 is this week! Follow Gamasutra's coverage here  
by Staff [03.18.19]
Gamasutra is on-site at GDC 2019 in San Francisco this week! Follow our coverage at our dedicated event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video Game Deep Cuts: The Flappy Division Bell Is Ringing  
by Gamasutra Staff [03.18.19]
This week's highlights include a look at Flappy Bird's effect on the indie game scene, The Division 2's politics (or lack there-of), info on Harry Potter: Wizards Unite & Days Gone & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Balancing the old with the new in Monster Prom's fandom-friendly DLC  
by Joel Couture [03.18.19]
For Monster Prom: Second Term, Beautiful Glitch had the challenge of creating more content for a narrative game without breaking the lore of the first, all while keeping a thirsty fandom thriving.
Indie, Design, Video

Video: Unpopular opinion: All narrative is linear 1
by Staff [03.15.19]
In this 2017 GDC session, game designer Amy Claussen explains why it's essential for developers to unravel a game's core loop and ensure each player's path creates a compelling story.
Console/PC, Design, Video

Don't Miss: Axiom Verge dev discusses the metroidvania genre 1
by Staff [03.15.19]
Taken from a larger interview with several game devs discussing the metroidvania genre, Axiom Verge developer Tom Happ discusses why the genre appeals to him.
Indie, Design

Get a job: Psyonix, Adult Swim Games, and more are hiring now!  
by Staff [03.15.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Production, Recruitment

Blog: Engaging players through ritual 4
by Gamasutra Community [03.15.19]
VR design engineer and indie developer Brandon Franklin has concocted an exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
Design, Production

Designing Recompile: Twisting and turning the Metroidvania genre 1
by Phi Dinh [03.15.19]
PhiGames head Phi Dinh walks through how Recompile morphs the structure of a typical Metroidvania by offering more than one critical path to best accommodate multiple playstyles.
Design

Wargroove dev demystifies game development by involving its community  
by Emma Kidwell [03.14.19]
Chucklefish founder and lead designer on Wargroove Finn Brice explains how being transparent with players during development can help demystify the process of making a game.
Console/PC, Design, Video

Blind Squirrel lands $5M in funding to self-publish its first game, Drifters  
by Emma Kidwell [03.14.19]
Blind Squirrel Games announced today that it has raised $5 million in funding for its first game, Drifters.
Console/PC, Design, Business/Marketing

Don't Miss: How Neopets has influenced a generation of game developers  
by Staff [03.14.19]
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

Follow Gamasutra's GDC 2019 coverage right here!  
by Staff [03.14.19]
GDC 2019 is just around the corner! You can follow along with up-to-the-minute news and interviews from the show all next week on this dedicated live coverage page...
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing