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Why you don't need to tear up your game to make it accessible 1
by Chris Kerr [05.26.17]
Making your video game more accessible isn't hard work. In fact, the only reason you're probably struggling to answer to the accessibility question is because the solution is so damn obvious. 
Design, Video

Video: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [05.25.17]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
Indie, Art, Design, Production, Video, Vault

Watch Gamasutra take a stroll through Oblivion (and learn to fear cheese)  
by Bryant Francis [05.25.17]
The Gamasutra crew takes a look back at Oblivion to discuss the impact it left on the state of open-world games.
Console/PC, Design, Video

Game developers recount their long loading screen struggles and solutions 1
by Alissa McAloon [05.25.17]
Kotaku spoke with a number of developers about the technical and sometimes strange reasons longer-than-ideal loading screens show up in modern game releases.
Console/PC, Indie, Design, Production

Join us on Twitch as we return to Oblivion today at 12 PM PT  
by Alex Wawro [05.25.17]
Our classic game streaming series continues today on the Gamasutra Twitch channel at 12 PM PT (3 PM ET) when we take a look back at Bethesda Game Studios' 2006 game The Elder Scrolls IV: Oblivion.
Console/PC, Design, Video

Blog: The SSM framework of game design 2
by Gamasutra Community [05.25.17]
This article goes over a framework for understanding how video games work. It divides games into systems, story, and a mental model, and then shows how they interact.

Blog: Let's take a look at how Horizon Zero Dawn handles the apocalypse
by Gamasutra Community [05.25.17]
Horizon Zero Dawn's apocalypse, and the way it's told to the player, isn't just another video game setting. Here's a look at how its staggered nature creates dynamic storytelling moments worth emulating.

Game Design Deep Dive: Creating tension in Card Thief 3
by Arnold Rauers [05.25.17]
"In order to create what I think is most important in a stealth or heist game, I designed several game systems that all feed into the idea of creating a high tension experience."
Smartphone/Tablet, Indie, Design, Video, Deep Dive

How to approach accessibility in progression-driven games  
by Bryant Francis [05.24.17]
We sat down with developers Tara Voelker and James Portnow, as well as Ablegamers COO Steven Spohn to talk about helping players experience a game's story even if its combat is acting as a barrier.
Console/PC, Design, Video

Video: Designing Chair Entertainment's Shadow Complex  
by Staff [05.24.17]
At GDC 2010, Chair cofounders Donald and Jeremy Mustard speak openly about the pitfalls they encountered and the solutions they implemented while designing the seminal 'Metroidvania' Shadow Complex.
Indie, Design, Video, Vault

Balancing unpredictability and order is key for dynamic AI, says The Occupation dev  
by Alissa McAloon [05.24.17]
Two developers from White Paper Games share how working with dynamic AI characters altered how they designed the systems powering The Occupation.
Indie, Design

Don't Miss: What Ubisoft learned from making Far Cry 2 15
by Staff [05.24.17]
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development.

We're hosting a panel on accessibility in progression-driven games at 6PM EDT  
by Bryant Francis [05.24.17]
How can game developers help disabled players see all the cool stuff in their game? We're hosting a panel on accessibility design today at 6PM EDT.
Console/PC, Design, Video

Blog: The design challenges of creating new weapons 4
by Gamasutra Community [05.24.17]
Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking the old to solidify their play style.

Learn about the design challenges of developing VR experiences at VRDC Fall 2017  
by Staff [05.24.17]
Organizers of the Virtual Reality Developers Conference are excited to highlight two intriguing sessions for VRDC Fall 2017 from veteran game dev Noah Falstein and two Raw Data devs.
VR, Design, VRDC

Postmortem: Muse Games' Guns of Icarus Alliance  
by Howard Taso & Matthew Hartman [05.24.17]
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance, we’ve made plenty of them."
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Video: Watch an archivist poke and prod a Steam Controller prototype  
by Alex Wawro [05.23.17]
Librarian Andrew Borman published a video today showcasing how the "Chell" prototype Steam Controller works, how it differs from the final version, and how it's lost support in the last 2 years.
Console/PC, Design, Video

Video: How Slime Rancher succeeds through emergent storytelling  
by Staff [05.23.17]
At GDC 2017, Monomi Park chief Nick Popovich speaks at length about the "secret sauce" that helped Slime Rancher's slimes capture so many players' hearts: the stories they helped the player tell.
Indie, Design, Video, Vault

Don't Miss: 7 examples of game AI that every developer should study 5
by Richard Moss [05.23.17]
These games are all notable for the interesting, clever, novel ways in which they use AI. All are worth a closer look if you're eager to let a little algorithmic thinking improve your game design.
Console/PC, Indie, Programming, Design

Blog: 9 things I learned making N.O.V.A.
by Gamasutra Community [05.23.17]
I believe in order to gain the clarity and perspective necessary to evolve, each of us needs to reexamine his work every few years. This article is the first in this effort, and treats one of my first big success.
Smartphone/Tablet, Design, Production