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July 30, 2016
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July 30, 2016
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Updates » Design
Video: How Blizzard designed StarCraft II to be an eSport  
by Staff [06.23.16]
At GDC 2011 Blizzard's Dustin Browder takes the stage to deconstruct the design of Starcraft II and examine how its competitive multiplayer was tuned to serve the needs of a global eSports community.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video, Vault

The Disco Generator: Procedural level generation in All Walls Must Fall 3
by Gamasutra Community [06.23.16]
Isaac Ashdown, former senior programmer at Yager, offers a detailed rundown of the procedurally-generated discotheque levels in the upcoming game from his new studio, Inbetweengames.
Programming, Design

Smithsonian to document evolution of game industry with Video Game Pioneers Archive 2
by Chris Kerr [06.23.16]
"The Video Game Pioneers Archive will allow the Smithsonian and like-minded organizations to capture the history of this technical and creative industry."
Programming, Design, Production

Blog: Debating difficulty settings in game design 4
by Gamasutra Community [06.23.16]
The use of difficulty settings has been debated for player-centric design, but they don't work for every game.
Design

How Jonathan Blow found the roots of The Witness inside Braid  
by Bryant Francis [06.22.16]
Speaking with Time Magazine, Jonathan Blow offers some insights on how he arrived at the central puzzles of The Witness, and how the game connects back to his earlier title Braid.
Console/PC, Indie, Design

What The Last Guardian developers learned about long game dev cycles  
by Bryant Francis [06.22.16]
The Last Guardian's Fumito Ueda explains to Kotaku how he remained motivated and focused after nine years of game development.
Console/PC, Design, Production

Check out the results of GameCareerGuide's latest Game Design Challenge!  
by Staff [06.22.16]
Gamasutra's education-focused sister site GameCareerGuide offers info for game industry students and beginners -- and every 3 weeks, it also hosts a Game Design Challenge that anyone can take part in.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Hotline Miami 2 gains a full-fledged level editor  
by Alex Wawro [06.22.16]
After roughly seven months of beta testing, indie developer Dennaton Games today released the full-fledged level editor for its 2015 top-down shooter Hotline Miami 2.
Indie, Design

As Quake turns 20, John Romero looks back at how it all started 1
by Alex Wawro [06.22.16]
It's an intriguing collection of ephemera to peruse, as it sheds light on id's culture of '90s game dev and serves as a reminder that the game you aim to make isn't always the game you wind up shipping.
Console/PC, Design

Sukeban Games' beguiling VA-11 Hall-A makes cyberpunk sexy  
by Katherine Cross [06.22.16]
Who knew that tending bar in 2070 could be so engaging? This indie title from Sukeban Games tasks you with mixing drinks, and listen to fascinating futuristic pub banter.
Console/PC, Indie, Design, Video

Blog: How we tweaked the dash mechanic in our action game  
by Gamasutra Community [06.22.16]
Game designer Wytze Kamp explains how he tweaked a speed boost gameplay feature in his game, Antegods.
Indie, Design

Defender dev Eugene Jarvis on the bright future of arcade games 7
by Bryan Lufkin [06.22.16]
“Whenever I talk to people about arcade games, they’re shocked to know the business still exists,” Eugene Jarvis says. “I, too, am amazed. We should have packed it up in the last millennium.”
Indie, Design, Production, Business/Marketing, History, Video

Overwatch losing 'Avoid this player' feature after top players can't find games 13
by Bryant Francis [06.21.16]
Blizzard removes a feature meant to help Overwatch players avoid toxic competitors after it backfires against high-skill players.
Console/PC, Design

Opinion: We need more Marcuses 11
by Katherine Cross [06.21.16]
Marcus Holloway is a brilliant hacker and the new protagonist in Ubisoft's upcoming Watch Dogs 2--he's also a young black man. Katherine Cross argues how video games need such morally complicated characters of color.
Design

Blog: Why it's been an exciting month for accessibility in games  
by Gamasutra Community [06.21.16]
"Accessibility in gaming is never a dull field to be working in," writes game accessibility advocate Ian Hamilton. "The past month - mid May to mid June - has been no exception."
Serious, Design

A few niche RPGs that brought something new to the table 2
by Gamasutra Community [06.21.16]
From Cobra Mission: Panic in Cobra City to Chinese Paladin, computer RPG enthusiast Felipe Pope runs down some CRPGs with designs that sported intriguing mechanics worth studying.
Console/PC, Indie, Design

City management, mayhem and Sid Meier's wisdom: Making Civilization VI 2
by Alex Wawro [06.21.16]
6 years on, Firaxis is preparing to ship Civilization VI. Here, producer Dennis Shirk reveals how the game's design incorporates everything from Sid Meier's 33/33/33 rule to a novel "Mayhem" mechanic.
Console/PC, Design, Production, E3

ReCore developers had to consider accessibility for its color-driven gameplay  
by Bryant Francis [06.20.16]
To build its color-coded combat system, ReCore's tells reporters that they needed to build in accessibility features for colorblind players.
Console/PC, Design

Fantastic Contraption adds built-in mixed reality and Twitch chat functions  
by Bryant Francis [06.20.16]
The latest update to Fantastic Contraption includes integration with Twitch chat and a new Director Mode to help players show off their virtual reality creations.
VR, Console/PC, Indie, Design

Don't Miss: The strange, unresolved conflict in Animal Crossing 7
by Ian Bogost [06.20.16]
In this classic feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism.
Console/PC, Design