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Updates » Design
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

Design lessons from the trenches 8
by Gamasutra Community [05.27.15]
How design decisions really get made at a triple-A studio: "the decision-making process ... can be strongly determined by the internal balance of power of the group of people working on it."
Console/PC, Design

Turning feelings into mechanics: The narrative design of Apartment 3
by Gamasutra Community [05.27.15]
How the interactive narrative of IGF student showcase nominee a•part•ment: a separated place came to be: From conception through to design and execution -- tales told many ways.
Console/PC, Indie, Design

Smooth moves: Designing VR games that won't make players sick Exclusive 6
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive

Bloodstained's female lead, Miriam, reflects the game's audience  
by Christian Nutt [05.26.15]
"I think having a female hero is more motivating to male gamers, and I think women would like to control a female avatar, too," Koji Igarashi says in a new interview.
Console/PC, Art, Design, Business/Marketing

Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: Core players and energy mechanics - they don't mix 4
by Gamasutra Community [05.26.15]
"Our ambition was (and is) to make THE shooter on mobile. And we went after free-to-play. And we botched it. We botched the energy mechanic... by using it at all."
Smartphone/Tablet, Design

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

This Week in Video Game Criticism: From Polybius to pixel art 1
by Eric Swain [05.25.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Console/PC, Indie, Art, Design

Design 101: Complexity vs. depth 12
by Gamasutra Community [05.25.15]
"You might be seriously worried that the game simply won’t be deep enough to meet your design goals without the added complexity. That’s a valid concern. Not once have I ended up adding the complexity back in."
Console/PC, Indie, Design

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Designing an immersive user interface for Hearthstone 6
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Smartphone/Tablet, Art, Design, Video, Vault

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Who am I to tell their story? Writing for diversity 4
by Gamasutra Community [05.22.15]
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Console/PC, Indie, Design

Learning a lot, fast by jamming in VR 1
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing