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March 24, 2019
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Updates » Design
Chat with the developers behind The Occupation at 1PM ET  
by Bryant Francis [03.06.19]
Join the developers of The Occupation for a chat on the making of their game starting at 1PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Move or Die and its four year journey to the PS4 2
by Gamasutra Community [03.06.19]
From "flashy" beginnings to the development swamp and finally launching a console game, this is the story of how Move or Die was made.
Programming, Design, Production

Don't miss these insightful interviews with 2019's alt.ctrl.GDC devs!  
by Staff [03.05.19]
Each of these offbeat alternative controller games has an interesting story behind it, and now's a great time to catch up on them via all these fantastic interviews with the Gamasutra team!
Indie, Design, GDC, alt ctrl gdc

Mages of Mystralia dev dishes out spellcasting wisdom and game industry real talk 2
by Bryant Francis [03.05.19]
Borealys Games' Patric Mondou discusses the design of spellcasting game Mages of Mystralia, and offers up an honest perspective of the direction of the game industry.
Console/PC, Design

Top creators share real talk about making very personal games at GDC 2019  
by Staff [03.04.19]
At GDC 2019 some of the most interesting game makers working today will discuss why they create very personal games, and share practical advice about designing games that speak to deeper issues.
Indie, Serious, Design, GDC

Video Game Deep Cuts: Ape Out To Those Lost Toejam Histories 1
by Gamasutra Staff [03.03.19]
This week's highlights include pieces on Ape Out & the Toejam & Earl reboot, plus the history of the 'game over' screen, the effects of Brexit on the UK game biz, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The animation pipeline of Mario + Rabbids Kingdom Battle 1
by Staff [03.01.19]
In this GDC 2018 talk, Ubisoft Milan's Marco Renso and Tommaso Sanguigni explain how Ubisoft improved their animation pipeline to overcome challenges for Mario + Rabbids Kingdom Battle.
Console/PC, Programming, Art, Design, Video

Get a job: Ascendant Studios, Insomniac Games, and more are hiring now!  
by Staff [03.01.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Programming, Art, Design, Recruitment

Don't Miss: Between a rock and a 'Harada' place: The massive Tekken interview 2
by Staff [03.01.19]
Bandai Namco game director Katsuhiro Harada discusses how Tekken is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Console/PC, Design

At GDC 2019 you'll see how McLaren uses VR to fast-track supercar design  
by Staff [03.01.19]
McLaren has fast-tracked the supercar design process by introducing a unique VR sketch tool into their studio, and next month they'll be at GDC to show you how they did it -- and what they learned!
VR, Design, GDC

Designing friendly robot settlement sim The Colonists to be deep, yet inviting  
by Jupiter Hadley [03.01.19]
The Colonists dev Richard Wallis opens up about the challenges involved with building a cute robot colony sim, the trick to designing a clear, concise UI, and the importance of map editors.
Console/PC, Indie, Design, Production

Video: The evolution of Soft Body  
by Staff [02.28.19]
In this 2016 GDC Europe session, Bodysoft's Zeke Virant presents a post-mortem of the meditative action game Soft Body.
Console/PC, Indie, Design, Video

Play these intriguing indie games at the GDC 2019 Day of the Devs showcase!  
by Staff [02.28.19]
Here's the full lineup of games that will be playable in the GDC 2019 Day of the Devs showcase, orchestrated once again by Double Fine Productions and iam8bit!
Indie, Design, Video, GDC

Blog: Remembering Advance Wars 2
by Chris Kerr [02.28.19]
2018 would have marked the 30th anniversary of the Advance Wars franchise, and the recent success of Wargroove made me nostalgic to talk about a great strategy series that you may have missed.
Design

Blog: Designing a planet-scale real-world AR platform  
by Gamasutra Community [02.28.19]
In this post, we explore where we believe AR experiences are heading and the tech stack we’ve built in anticipation of that trajectory.
VR, Design

Designing for tough choices in cosmic horror game The Horns 1
by John Harris [02.28.19]
We speak with Dene Carter, formerly creative director on the Fable series, about his latest indie game The Horns -- a cosmic horror game about choice and survival.
Smartphone/Tablet, Indie, Design

Video: The science of off-roading Uncharted 4's 4x4  
by Staff [02.27.19]
In this GDC 2017 session, Naughty Dog's Edward Pereira breaks down individual physical elements that went into Uncharted 4's 4x4.
Console/PC, Design, Video

Don't Miss: Pokemon's secret ingredient 3
by Staff [02.27.19]
In this 2012 interview, Game Freak's Junichi Masuda and Takao Unno talk Gamasutra through the process of creating a Pokemon game and explore what makes the 23-year-old series tick.
Console/PC, Design

Attend GDC for an inside look at the design of Fantasy Flight's KeyForge  
by Staff [02.27.19]
Richard Garfield's KeyForge is what Fantasy Flight calls a "unique deck" game, and at GDC 2019 designer Brad Andres will show you how it works -- and how it was designed to stand apart!
Console/PC, Design, GDC

Blog: The interactivity of reading  
by Gamasutra Community [02.27.19]
Why Not Games programmer and designer Nikhil Murthy attempts to apply some game design tools to traditional media.
Design