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July 2, 2016
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Updates » Design
How a triple-A developer takes global player feedback 1
by Christian Nutt [05.19.16]
An alpha of Team Ninja's new game, Ni-Oh, was free-to-download on PS4. Now, the developer has revealed exactly what kind of change it's making based on feedback.
Console/PC, Design, Production, Business/Marketing

How Uncharted 4 was made accessible to more players  
by Christian Nutt [05.19.16]
"I think video games, for a lot of people, are often about being able to do things that you wouldn't normally be able to do... when you find that there are some people who can't enjoy those things, it's kind of crushing."
Console/PC, Design, Production, Business/Marketing

Don't Miss: How 343 rethought level design for Halo 5  
by Bryant Francis [05.19.16]
In this classic conversation, Halo 5: Guardians design team members speak to how and why they had to re-evaluate their approach to level design for the game's revamped combat encounters.
Console/PC, Design

GDC Europe: See how Obsidian designed and developed Pillars of Eternity  
by Staff [05.19.16]
At GDC Europe, Obsidian's Josh Sawyer willl speak frankly about the technical/creative challenges of developing crowdfunded PC RPG Pillars of Eternity to be a "retro classic" with contemporary design.
Console/PC, Design, Production, GDC Europe

Experimenting with mobile: Lessons about dev, marketing learned on a test project 4
by Gamasutra Community [05.19.16]
"I released a game I’m not totally ashamed of, which was my primary objective; I learned a lot of things, on various subjects, and I gained some confidence on my abilities."
Smartphone/Tablet, Design, Production, Business/Marketing

This week in video game blogging: Health and nature  
by Gamasutra Community [05.19.16]
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how games are finding new ways to portray health.
VR, Console/PC, Indie, Design

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Smartphone/Tablet, Indie, Design, Production, Video

Don't Miss: Creator Alexey Pajitnov on the past, present, and future of Tetris 7
by Christian Nutt [05.17.16]
Conducted in 2010 during the 25th anniversary of Tetris, this classic chat with creator Alexey Pajitnov touches on everything from basic tenets of multiplayer design to the future of the game industry
Console/PC, Design, Production, Business/Marketing

Video: Raph Koster recounts a history of virtual worlds, from MUDS to MMOs  
by Staff [05.17.16]
Speaking at GDC 2016, online game industry veteran Raph Koster briefly recounts how virtual worlds have evolved from multi-user dungeon games through to World of Warcraft -- and why you should care.
Social/Online, Design, Video, Vault

Attend GDC Europe and learn how Master of Orion was rebooted for 2016  
by Staff [05.17.16]
GDC Europe 2016 attendees will be able to check out out an in-depth talk from the folks at Wargaming about the challenges of rebooting beloved space strategy game Master of Orion for 2016.
Console/PC, Social/Online, Design, Production, GDC Europe

Reusing environments in games 2
by Gamasutra Community [05.17.16]
"Environmental re-use is at its best when you can have a unique experience within a familiar environment. Our focus should be on unique play experiences."
Console/PC, Design

How The Climb helped Crytek get a firm handhold on VR 2
by Bryant Francis [05.17.16]
When you're creating a VR game about hanging by your fingertips from the side of a mountain, the protagonist's hands are essentially the star of the show. Nailing hand design was vitally important.
VR, Art, Design, Video

Blog: Final Fantasy X-2's brilliant Job System (and a problem I have with it) 8
by Gamasutra Community [05.17.16]
"It has so many clever innovations and ideas that I don't see getting picked up or expanded upon. That makes me really sad because while I think this game's job system does a lot right it still has a lot of room to grow."
Console/PC, Design

Video: Enabling hands in virtual reality  
by Staff [05.16.16]
This 2016 VRDC talk from Gleechi's Jakob Johansson and Kai Hbner draws on 8 years of robotics experience to explain problems related to generating natural hand motion and interaction.
VR, Programming, Design, Video

Get a job: Hinterland Studio is looking for a Sandbox Gameplay Designer  
by Staff [05.16.16]
"You need to be able to communicate clearly, document well, and have a demonstrable sense of how to tune experiences for both balance and player engagement."
Console/PC, Design, Recruitment

Don't Miss: Secret of Mana's enduring influence on game design 24
by Christian Nutt, Douglas Wilson [05.16.16]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Design, Production

Comparing the design of Farm Heroes Saga and Mystery Match  
by Gamasutra Community [05.16.16]
"I am going to deconstruct and compare two Match-3 games: Farm Heroes Saga and Mystery Match in regard to their economy loops, UI / UX designs, narratives, gameplay, social and retention factors."
Smartphone/Tablet, Design, Business/Marketing

Where do monsters come from? Getting monster design right 2
by Gamasutra Community [05.16.16]
"I found it interesting that even minor characters are the heroes of their own stories. Every monster is the hero of their own story."
Console/PC, Art, Design

Progression gating in A Link to the Past  
by Gamasutra Community [05.16.16]
"After completing the introductory 'quest,' the game world opens up dramatically to you. At least 60% of the map becomes available to visit."
Console/PC, Design