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December 11, 2017
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Updates » Deep Dive
Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the players skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Khl [10.03.17]
Hans-Christian Khl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Game Design Deep Dive: Maintaining tension in Nex Machina  
by Henri Mustonen [09.22.17]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Game Design Deep Dive: Mixing VR and non-VR in Lola and the Giant 1
by Matt Duff [09.19.17]
"VR, especially mobile VR, can be an isolating experience. We decided to try and create some way that the adventure could be enjoyed by both the player using the VR device and by everyone else in the room."
VR, Smartphone/Tablet, Design, Video, Deep Dive

Game Design Deep Dive: The asymmetric multiplayer of Rising Storm 2: Vietnam 2
by Jack Hackett [09.13.17]
"Whilst the first game had been asymmetric in the tools given to each soldier, Rising Storm 2s asymmetry was tactical and strategic, reflecting the differences in how each army fought the war."
Console/PC, Indie, Art, Design, Production, Video, Deep Dive

Game Design Deep Dive: Making Spartaga, a VR twin-stick shooter 1
by Russ McMackin [08.31.17]
"Spartaga set out to translate the staples of the twin-stick/bullet hell shooter genre into VR. Here's the 3 goals that we set at the beginning on how we'd do it, and how they went."
VR, Design, Video, Deep Dive

Game Design Deep Dive: How Spy Fight uses hidden rarity to keep things balanced 1
by Charlie Silver [08.28.17]
Cards for Gamers lead designer Charlie Silver explores how the studio created a tuning system designed to keep games fast-paced without sacrificing balance or strategic play.
Design, Deep Dive

Game Design Deep Dive: Creating a new language for Planet Coaster  
by James Stant [07.13.17]
"When guests are happy, their language can sound smooth and spritely, yet as they become unhappy, their lexicon is characterised by heavier and harsher staccato sounds." - James Stant, Senior Audio Designer at Frontier Developments
Console/PC, Indie, Audio, Deep Dive

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jesse McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Game Design Deep Dive: Creating the striking pixel art of Crawl 4
by Barney Cumming [06.15.17]
"Seeing such modern high-fidelity animation applied to such low-resolution art was a pretty bold look to my eye, and not one Id seen anywhere else."- Barney Cumming, artist on Powerhoof's Crawl
Console/PC, Indie, Art, Design, Video, Deep Dive

Game Design Deep Dive: Creating tension in Card Thief 4
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

Game Design Deep Dive: Creating a one-touch platformer in ZIP ZAP 2
by Philipp Stollenmayer [05.08.17]
"I began to strip everything away that could lead to a problem, and ended up with the bare movement of the muscles" - Philipp Stollenmayer, creator of ZIP ZAP.
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Tech Deep Dive: Reworking the Unreal Engine for racing 1
by Ivan Del Duca and Stefano Lecchi [05.01.17]
Milestone duoIvan Del Duca and Stefano Lecchi discuss how the racing specialist transitioned from itsin-house game engine to Unreal, breaking downthe technical tweaksimplementedalong the way
Console/PC, Programming, Design, Deep Dive

Game Design Deep Dive: VR cockpit audio in Gunjack 2: End of Shift 1
by Alex Riviere [04.13.17]
"A great deal of realistic audio is incorporated in the player�s cockpit; various alarms, diverse weapon sounds, dialogues, cockpit physical audio representation, and enemy fire impacts on the turret."
VR, Smartphone/Tablet, Audio, Design, Video, Deep Dive

Game Design Deep Dive: Watch Dogs 2's Invasion of Privacy missions 1
by Christopher Dragert [04.03.17]
"IOP missions let players hack cameras, computers, and electronics. NPCs react in a way that expresses a narrative. Our aim was to deliver these missions fully motion captured, with seamless branching."
Console/PC, Programming, Design, Production, Deep Dive

Level Design Deep Dive: Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [03.15.17]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Decisions that matter in Orwell 2
by Daniel Marx [03.06.17]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Dynamic detection in Shadow Tactics 4
by Moritz Wagner [02.13.17]
"We analyzed how Viewcones were used in the old games and decided on where we wanted to improve it. This also lead us to re-thinking some aspects of player detection in the genre."
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Game Design Deep Dive: Constant VR movement in Eagle Flight  
by Olivier Palmieri [02.06.17]
"We found out that the TILT control was very natural to actual plane pilots who played Eagle Flight, as it's a natural way to control a plane in real life too." - Olivier Palmieri, Game Director at Ubisoft Montreal
VR, Console/PC, Programming, Design, Video, Deep Dive