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January 18, 2018
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Updates » Deep Dive
Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didnít work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video, Deep Dive

Game Design Deep Dive: Power-ups in Lovers in a Dangerous Spacetime 1
by Matt Hammill [11.17.15]
"If thereís one takeaway from this piece, itís that every decision we made was massively influenced by playtesting. I canít stress enough how important this was for ending up with clear, understandable game systems."
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Art Design Deep Dive: The hand-drawn art and animation of Jotun 3
by Jo-Annie Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Console/PC, Indie, Art, Design, Deep Dive

Game Design Deep Dive: Rocking the Wii U GamePad with Runbow Exclusive  
by Alex Rushdy, Thomas McCall [08.28.15]
13AM Games explains how it got the most out of the much-maligned GamePad with new Wii U-exclusive indie game Runbow -- and made the game more fun for everybody in the room.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 8
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

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

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

Game Design Deep Dive: One-hit kills in Titan Souls Exclusive 6
by Mark Foster [05.07.15]
Mark Foster, lead designer and programmer: "We gave the player a one-hit death; when I added in the fights, I just left them as single-hit kills, too. I felt like this just made sense in terms of gameplay."
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Game Design Deep Dive: #IDARB's wonderfully disruptive 'Hashbombs' 4
by Mike Mika [02.18.15]
#IDARB lets any viewer meddle with live, competitive multiplayer #IDARB matches via Twitch and Twitter hashtags. But how was developer Other Ocean able to make it work?
Console/PC, Design, Deep Dive

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 15
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Game Design Deep Dive: The plant-growing mechanics of Ubisoft's Grow Home 1
by Andrew Willans [02.04.15]
With big-budget titles like Watch Dogs and The Crew under his belt, designer Andrew Willans of Ubisoft Reflections dives deep into the design of the vertically-astute PC game Grow Home.
Console/PC, Design, Deep Dive

Game Design Deep Dive: The unique touchscreen action game controls of Helix 5
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Game Design Deep Dive: The Functions of Transistor 10
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Console/PC, Indie, Design, Deep Dive