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Updates » Design
Game Design Deep Dive: Alarm systems in Klei's Invisible, Inc. Exclusive 4
by James Lantz [06.01.15]
Technical designer James Lantz breaks down Klei's iterative approach to designing the alarm systems in Invisible, Inc. so they consistently create a tense, high-pressure environment.
Console/PC, Indie, Design, Exclusive, Deep Dive

Four-step puzzle design 17
by Gamasutra Community [05.29.15]
"Good puzzle design gives a player that moment of epiphany, where suddenly all is clear, and the following satisfaction when your put your solution in place, and it works!" How do you achieve it? Here's a guide.
Console/PC, Indie, Design

Video: Designing cities for high-speed traversal in Sunset Overdrive  
by Staff [05.29.15]
At GDC 2015, Insomniac Games' Liz England deconstructs the design of Sunset Overdrive and the two scrapped cities that Insomniac built before arriving at the game's iconic Sunset City setting.
Console/PC, Design, Video, Vault

The Qun demands it: The evolution of the barbarous other in Dragon Age 9
by Gamasutra Community [05.29.15]
Elizabeth Sampat looks at the evolution of the treatment of the Qunari race across the Dragon Age franchise -- and how that ties into the fantasy genre's history and future.
Console/PC, Design

Don't Miss: Our 30th anniversary retrospective of Gradius 8
by Kurt Kulata [05.29.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago today, and in this feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Exploring games from the creator's perspective  
by Gamasutra Community [05.29.15]
Tools for taking a critical eye to games: "An analysis can be broad or focused. It can take a little or a lot of time. But in any case, it should answer your questions, your needs."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

How Sunburn! became a game about dragging your pals to their deaths 2
by Bryant Francis [05.29.15]
Worst-case scenario: your spaceship is gone, your crew is scattered, and thereís no hope for rescue. Your only option: Grab your crew and fly into the sun, so at least you donít die alone.
Smartphone/Tablet, Indie, Art, Design, Production, Video

Moral Code: Learning from 'Lawful Good' in roleplaying games 8
by Katherine Cross [05.29.15]
Paladin and columnist Katherine Cross examines morality mechanics and alignment in roleplaying games.
Design

Get a job: Be a Game Designer at Bohemia Interactive  
by Staff [05.28.15]
The studio responsible for Arma 3 and DayZ is looking for game designers to join the team in its Orlando, Florida office to work on projects for military and industrial customers.
Console/PC, Design, Recruitment

Video: What playing poker taught me about designing game AI  
by Staff [05.28.15]
At GDC 2015 Intrinsic Algorithm's Dave Mark shares a newfound love of poker, some of the logic required in playing the game, and how it relates to AI problems that developers face on a daily basis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video, Vault

Don't Miss: A behind-the-scenes look at sound design for Journey Exclusive 14
by Steve Johnson [05.28.15]
"There are too many stories in these sounds for the world to never know," wrote Journey sound designer Steve Johnson in this timeless 2012 feature. "So I thought I'd share them with you."
Console/PC, Audio, Design, Exclusive

An approach to balancing game economies using spreadsheets  
by Gamasutra Community [05.28.15]
"At a high level, these are the techniques I use in Excel to accomplish this common task in a way that keeps my economy organized and ensures that it is easy to maintain and update."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

The importance of form factor in making games 1
by Gamasutra Community [05.28.15]
Games have to take into account the devices they're played on, and all of the implications of those devices, and their primary audiences -- case in point, Supercell.
Console/PC, Smartphone/Tablet, Design

An indie game with 60 million players? The story of Transformice 11
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Postmortem: A story-driven roguelike, Sproggiwood 2
by Gamasutra Community [05.28.15]
"Conquering a rival civilization -- and concealing your imperialist intentions in rhetoric -- is a difficult task. Likewise is developing a mechanically novel, thematically rich hybrid game."
Console/PC, Indie, Design, Production

Getting metroidvania Environmental Station Alpha into the world 1
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Console/PC, Indie, Design, Production

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: Games from the trash - A history of the TRS-80 Exclusive 27
by Dale Dobson [05.27.15]
In this 2012 retrospective, Gamasutra pays homage to a system beloved by many but forgotten by everyone else: Radio Shack's first computer, the underpowered friend to many budding game designers.
Console/PC, Programming, Design, Business/Marketing, Exclusive

Leading by emotion in game design 3
by Gamasutra Community [05.27.15]
What about focusing on the emotions you want the player to feel? This blog post explores the issue, with hints from Jenova Chen (Journey.)
Console/PC, Indie, Design

Design challenges for virtual reality games 1
by Gamasutra Community [05.27.15]
"Over the last weekend I took part in the VR Game Jam... This article is a quick summary of current challenges in VR based on how they manifested during the jam and the presentations leading up to the jam."
Console/PC, Indie, Design, VR